So this is the first time I have attempted a PBR texture workflow. Im doing metallic/roughness. I understand the more white in the metallic the more metal looking the object is and the more black in the roughness the more smoothed a surface, like a mirror, is. what I do not know is how to quickly set up those setting for materials like leather, skin, or cloth. Is there a chart out there or is it more of playing it by eye with a reference? I have read marmosets posts on the subject I just want to make sure I am going to set up my base materials as close to correct as possible. I'm using Substance designer so I can just use a smart material from ddo.
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The only time when you want to use values in-between is if for creating dirty metal for example, or metallic car paint, but most of the time you want to keep your base material clean and then apply tear and wear as additional layers.
Metallic - Is the object metal? No, 0(black), Yes, 255(White). Simple. There are some intermediate values, but your metallic map, unless stylized, will consist of little range per material. Most values will be in the top or bottom of the value range of black to white.
Roughness - This is a bit more nebulous. Start with the same questions. Is this surface VERY rough to the touch? Yes it's very rough, start high in the 200-255 range. No, its smooth, 50-100 range. There are some values out there for these, but it is up to the artist/art department, to set the values themselves. Try to focus on the reflectivity of real world material in different lighting conditions. When in doubt, get close and guess.
With Substance Designer, I found that using SD properly is more important to getting your materials to read rather then having world accurate values. If you are using SD like photoshop then you are going to run into material troubles. If you play to SD's strengths then you are going to get the most out of your materials. Playing to SD's strengths means that you are creating a bunch of very basic base materials, with the least amount of detail in them to define a clean surface. Then you are mixing those materials together via masks and adding the layer of dirt/grime/transition further down the graph. This will help keep your materials separate and well defined.
Rather than trying to rely on real world values and charts, I would focus on being consistent within any style you have chosen. This will vary wildly per game, per studio, per person.
Also, Use the pbr Base material node as the foundation of your materials so you can ensure you're getting good values.
https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/
https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/
https://www.marmoset.co/posts/pbr-texture-conversion/