Hey! So I'm fairly new to PBR, and I'm sort of struggling to get my materials to fully take advantage of it.
Here's an aged concrete block wall I made yesterday:
The end result is alright, but it isn't top tier work. Can anyone see any big mistakes I'm making? C&C much appreciated
Thanks Polycount!
Replies
In ue4, the metalness map determines the amount of reflectivity.
On the note of specularity, does that mean I now put highlights in my roughness/gloss?
Thanks for your help
One more thing, an ao map could also help. It can be handled separately , it can react to the lighting, so it worth to add.
Thanks, I'll try out AO!
EDIT: Alright. So, read these. Hopefully they'll clarify the whole "Metalness and Spec are both viable methods" thing. The important thing is, if you're working with UE4 out of the box, the option of using the Specular workflow is not open to you, so you have to stick with correct Metalness maps. In your case, here, you wouldn't even need one, it would just be black.
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-conversion
As for roughness/gloss, yours appears to be a bit glossy right now. Afterall, when I think of concrete I think "rough". Also not really feeling that the result you're getting from your wall's high poly > Normal map is really accurate? What are you baking in? I also second that it seems like the green channel is inverted but you say you've already checked that.
Finally, take the AO/Cavity information out of your Albedo ("diffuse"), put the AO bake information in the AO slot separately so the engine can occlude it accurately.
Looking forward to seeing more, hope this can help a bit.
The reason that normal map looks so strange is because I ran it through nDo afterwards, and although I thought it improved it, it simply didn't.
Here's the raw bake with flipped green:
As for the glossiness issue, I'm going to read up on it now through the links you posted. I also found a few videos on YouTube that look helpful!
Thanks so much for the help man, I can't believe I've been baking my maps wrong out of xNormal for 2 years.
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UPDATE:
Here's how it's looking now. I think i'll rework the gloss and diffuse.
As for the Spec/Gloss discussion, it's best to think of them as two separate entities. Specular refers to the intensity of reflected light coming off the material and is often faked or cheated in many cases (and can make things look very CG because you're disregarding energy conservation). Gloss (or roughness depending on engine) refers to how smooth the surface of the object is, so painting in a highlight won't work, you'll actually just be painting in how shiny parts are. Make sense?
It's a very nice start, though.. and the normal came out great!
Thanks for that, makes sense! And that's great that you can invert it in the editor, helps me fix up the inverted channels from previous work!
@Cay
I usually find when I try color variation it simply looks bad, but that's because I tend to just slap a perlin noise with multiply and opacity over top. I need to start hand painting stuff in and using different hues I suppose! Another big mistake I made was not really using a set reference - and I know I should haha! Thanks for the tip