I'm trying to wrap my mind around all that PBR business, and I have to ask what you all think. I'm a beginner to the texturing, and I really want to know what is the best course of action for me, do I need to learn how to texture with PBR approach or stick with simple diffuse/spec/gloss like most artists use? Of course, I want my work to look the best I can, but what about application in work/freelance etc, will these skills be of use then?
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i didnt get to try PBR yet .. but as iv read the changes are not that much .
the way i see it :
new tech came out . it may be the future .
however the old tech is still required and will prolly be for some time .
so yeah ...
again i didnt try PBR yet or even read deeply on it . so please take my words with a grain of salt .
I don't think its limited to only realistic styled art. It works very well with borderlands and WoW-esque work. Is a different workflow? Absolutely. Is it idea for every project? Not at all. But it can do more than just photorealistic materials.
I'll see if I can find some, but there were lots of examples in the toolbag 2 beta thread.
I would say for companies (-ESPECIALLY- AAA studios) that are not working on mobile or last gen spec games, that it is already an industry standard. There are definitely a good handful of studios not using it for games where it is not needed or the stylized feel does not benefit from the updated tech (Blizzard and Gearbox).
As for learning workflows, learn it all and then some. I am an env artist/lighting artist by trade, but I am constantly studying outside my trade as well (programming for tools building and tech art stuffs to support my env art). So I say learn both workflows. Both are used, and in the industry you need to be multifaceted, meaning you need to be able to do anything your employer asks you to do under your range of responsibilities. So if they ask for a PBR asset one day, and a mobile non-PBR asset the next, you need to be able to deliver.
So, a TL;DR, dont turn down ANY opportunities for knowledge, especially when it comes to your craft. Learn both workflows, and attempt to master them.
the two articles on the marmoset site are excellent.
it sounds... stupid.
like metalness. it isn't even a word.
its silly. but PBR looks insane, some of the work I have seen looks immense to traditional texturing methods.
I totally would, I'm starting to have a dig at it myself.
Exactly, you don't even have to learn much....
This.
And it was already mentioned, but read the two tutorials on the Toolbag site and check out Andrew Maximov's videos on Youtube, he does a nice summarization for artists. The blog posts for Remember Me are a little more tech oriented, but check those out too.
watching this
https://www.youtube.com/watch?feature=player_embedded&v=LNwMJeWFr0U
reading this
http://artisaverb.info/PBT.html
this
http://www.marmoset.co/toolbag/learn/pbr-theory
and this
http://www.marmoset.co/toolbag/learn/pbr-practice
So far I have gotten a pretty good understanding of modeling in Maya, sculpting in ZB, retopo in Maya, baking normal maps in Maya and xNormal and AO, Cavity and Curvature in nDo2.
My next step is of course making a diffuse, spec and so forth and at the moment I am torn between if I should learn the "old ways" first or jump straight to PBR.
One industry contact I have thinks I should skip the old ways and learn PBR straight away as it is undeniably "the future", but my other friend in the "biz" thinks, as Add3r, that I should learn the old ways first before I make the leap into the future. I am leaning towards the opinion of my second friend, and Add3r, as I can see the need for that expertise on mobile projects and such but PBR is sooo intriguing to me.
The idea of mimicking reality with simulations of real world physics lies at the core of my fascination for 3d graphics, and is one of the reasons why I want to become an environment artist, so it's hard for me to restrain myself from delving into the world of PBR.
I'm gonna give the schools a call tomorrow and ask for their opinion regarding what they want to see in my work samples but I would be happy to hear your opinions on the matter as well.
As strapped for time that I am, what do you guys think would be the best course of action?
My logic behind it. Go for it, plus the results with the new PBR workflow is impressive.
I will probably start learning PBR soon, I'll just give the schools a call and see what they think. If they want me to learn the old ways I guess I have no choice!
If you understood what the maps were before and knew why they worked that way then switching to making slightly different maps is no problem at all.
Now if you were the kind of artist that would just copy/paste diffuse into specular and fiddle with it until it looks right without trying to think about how the materials work then the change is going to be more brutal for you (but very beneficial in the end).