Hi,
there was recently a post on one of polycounts forums on how to quickly and easily achieve a decent looking specular map. It was a short video on vimeo and whilst I believe I bookmarked it... apparently haven't
If anyone can link me; itd be greatly appreciated.
EDIT: Found it... if anyone else wants it:
http://vimeo.com/90507404
Replies
Oooo...
Thanks for the heads up Perna, I always learn so much from you... probably more then my degree
(you can probably quote that for the education for games thread) - itll be worthwhile hahaha
+1
There are some useful threads here, as well as the guide on the Marmoset site, but some start-to-finish, in-depth videos or something would be awesome.
Though i have no idea if he claims it to be PBR-correct, he does have the PBR checkbox on inside Marmoset.
On top of that, once he gets to the tiles and so on, he starts to manually paint stuff out. This is just my opinion, but doing that stuff in Substance Designer allow you to tackle it in much smarter, less destructive ways, allowing you to tweak things better and reuse logic for other textures. Manually painting things out like that is pretty insane imo...
I agree, the only one that went into the "most" detail was probably Andrew Maximov's? tutorial with his Cerberus pistol model. Even then, it was just a quick video breakdown. I haven't actually seen someone complete a tutorial with a start to finish, multi material PBR asset. That would be awesome.
One thing I would be interested in is how someone can sample their data for materials when charts/values that don't exist at the moment for that material type. Guesstimating stuff off the charts is generally only correct in one lighting condition afaik, and can look wrong in some "extreme" scenarios where the environment is radically different.
So many professionals out there, not enough tutorials/workflow examples
Thanks for the explanation
I've been wondering about this kind of thing since I'm just starting to find my feet with the changes from UDK to UE4.
Gonna sound a bit noobish but where is the checkbook in toolbag? Haven't seen it but would be good to know.
I think it works with metalness, idk don't quote me. ;p