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
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!
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!