Woops. That's correct - I meant five, not six. Thought often a Cavity map is also included as a sixth - the Cavity map is just an extra map you can use to make the AO pop a little more, or for masking I suppose?
Thanks for the tips guys Its actually based of Deus Ex concept art I came across online! hence the reason the actually ammo box doesnt exist in the real world!.
Iam calling this piece done however with the rest of my portfolio i will take note of trying to capture attention to detail!
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Can you label the maps? I know which are Albedo and Normal but the desaturated ones aren't as obvious.
I'm assuming it's a Specular and an Ambient Occlusion map.
You only have four texture maps there so I'm a bit confused. PBR typically uses five textures.
I'd recommend a Metalness workflow as in my opinion its easier to understand, better optimised, and it's what Unreal 4 prefers.
Reading Material on PBR:
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-conversion
Awesome thank you for the feedback and links!
Yeah i think the logo is also alittle bit too reflective, trying to go for a sticker look!.
yeah your right there on the maps , I didnt show all the maps i have 'for some reason!?' but the maps on this asset are as follows:
Albedo, Roughness, Metalness, Normal, Occlusion.
not sure if thats whats required for PBR lol
Roughed up the textures and adjusted the Metalness/Roughness values!.
Calling this done!
The bullets do not seem to have any real life proportions, also its called blue dot and the box is red ? : P
kinda like this.
cheers!
Ok calling this done guys! Happy out!
Iam calling this piece done however with the rest of my portfolio i will take note of trying to capture attention to detail!
Lets just call this piece a workflow practice
thanks agains!