Texture looks correct on shaderball, wrong on model

Texture looks correct on shaderball, wrong on model

Anonymous
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Texture looks correct on shaderball, wrong on model

Anonymous
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So I've tried redoing my metal and spec maps, but they seem fine. On the Shaderball they look exactly as I want them- but on the model the entire thing looks chrome. Does anyone know what the problem is? Thanks!!

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daunish
Collaborator
Collaborator

You are pulling the alpha of your metallic file node, but you're using a jpg (has no alpha). Any file node that is using the alpha but has no alpha (assuming you're using a greyscale image), check on the box marked "Alpha is Luminance" on the file node. Also, double-check your specular roughness, it doesn't look like you have anything flowing in there to control the roughness of the metal.

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