Hello, I'm using both custom and native Mixamo model exports with Adobe Aero but they all come through with a metallic shiny texture that looks really unnatural. Is there a way to edit the glb file or resolve this issue? I'm also talking to the Adobe Aero people on this. Aside from that it works great and I'd like to make it a major part of the prototype pipeline! Thanks for any ideas.
Thank-you for getting back to me! The link to the work around post link is not working, is there another post I can search for?
It's definitely happening on all characters, not just Fuse, also uploaded custom characters from Turbosquid. I may need to edit a glb file to fix it in the Mixamo-to-Aero export which is currently way above my paygrade.
yes Adobe has tossed all the Fuse tutorials in the trash... helpful 😉
ok Adobe software up until last year used the Nvidia "Physically based maps" which are the standard for all 3D so if your software is old then you have to ask Fuse to export textures as Physically based [i show this step in the screenshot they kept] and then swap out the Physically based roughness map for the Mac metal roughness map i.e, toss the Mac one in the bin and use the Physically based roughness map instead
models that are not made by Fuse i.e, Photoshop last year or anything that actually uses the world standard then you will have to edit the roughness map in what ever you use for image editing... normally a Mac metal roughness map will be black or white instead of Gray i.e, you want gray
some software [like Adobe Dimension] allows you to adjust the roughness with a slider instead of a map... in these cases turn for slider down to at leat 50% i.e, human skin should be between 30%-50% in normal sunlight
sorry but I don't use Adobe Areo so not sure if they allow map sliding or you have to swap out the roughness map before uploading