Hello everyone, I'm a bit new to PBR textures, I am inquiring about an environment project i will be working on, the texture will have a hand painted style similar to League of Legends, World of Warcraft, Or Wild Star, I am wondering what is the best workflow the assets in this level will need, it will be designed for pc/mac. Is it possible to implement a PBR workflow for this type of project with the Unity Materials? Or would it be better to Bake in the Lighting, and only use a couple maps like Diffuse and Normal?
Any input would be great thank you!
Replies
http://www.polycount.com/forum/showthread.php?t=135431
That said, there's still a lot of stuff you can do to make your textures very vibrant, including using colored gradients in the albedo texture.
You may be interested in some of the work that the people from Molten games were doing on Blunderbuss before the project was shut down:
https://www.artstation.com/artwork/blunderbuss-ashlyn
https://www.artstation.com/artwork/blunderbuss-thunderhead
https://www.artstation.com/artwork/blunderbuss-impaler-ward
Those assets were made with Unreal Engine 4 in mind, but most of the same concepts should transfer directly over. Since they were working on a highly stylized game, they could get away with using materials that weren't 100% physically accurate to achieve the final look that they needed.