Working on a cool little asset for practice, relatively new to Zbrush so the sculpting is pretty new to me. I'm happy with it, obviously needs work but the problems i'm having with it I have no idea how to fix. But enough about the sculpt, the real problem i'm having is texturing.
I'm unsure, generally, how to go about it trying to get a PBr look. I've never really tried it and thought this would be simple, with a mainly dull oxidized bronze texture blended with a shiny bronze on the corners and darker areas towards the bottom, but its all coming out awful.
Texturing is definitely a weak point for me and i'd love some tips to improve. I use Quixel Suite, although, for me, most of the time it's awful, useless and a waste of time. Never seems to do what I need it to!
How should I go about this? Thanks in advance. I've created a small folder on imgur for you to see my sculpt and the maps/ quickie in engine:
http://imgur.com/a/SdmZn
Thanks in advance all!!
Ryan
Replies
[ame="https://www.youtube.com/watch?v=Gkp9G9lH_wQ"]https://www.youtube.com/watch?v=Gkp9G9lH_wQ[/ame]
And like Doxturtle said, you will need specular and gloss map if you go with Spec/Gloss workflow, or metal and roughness map if you use Metal/Rough workflow (both are PBR).
I no longer use Quixel since their early versions, so I can't speak for it, but from Substance Painter, a layer (as I mentioned above) will not only contain diffuse information, but also height/spec/gloss...etc as well. In this way, every time you paint, you will paint MATERIAL, not only color. I think Quixel now has a similar way too, but not sure.
Harry it's a good tip, I should think about it like that. I'll give it a go and see if it works out. Cheers
stevston89's dagger (<- Thanks BTW if you happen to see this!)
http://www.polycount.com/forum/showthread.php?t=135431
He provides you with the files and whatnot to take a look at. The dagger is so beautifully stylized it makes it easy to tell what each of the maps is doing. Hope this helps!
Since you're still new to PBR and texturing I think adding Substance into the mix is too much to learn at one time. Get more comfortable texturing in Photoshop then move on to Substance.
The Marmoset website has a nice breakdown of PBR http://www.marmoset.co/toolbag/learn/pbr-practice
It's pretty technical sounding and kinda confusing, much like a programmer trying to communicate with an artist. Swizzle posted an image somewhere thats very simple. I'll try to find it for ya!
Thanks dude that'd be great!
Appreciate the feedback! Thanks. If you don't mind could you go into a little detail about what being hard edged is? Does that just need the normals aren't softened? Whenever I soften the normals in maya the normal map doesn't work anymore! I want to go back and really work on the model in Zbrush so I might re-do it completely. Cheers
http://www.polycount.com/forum/showthread.php?t=146667
There is also a ton on it in the wiki. Its a lot of info to take in so dont freak out when you see a ton of text. after a while it becomes second nature.
http://wiki.polycount.com/wiki/Normal_map#3D_Workflow
But short answer yes if you have a hard edge on the model and it does not have a seam on the uv you will get a nasty artifact.
Awesome. Text is probably the easiest personal way for me to learn, so this is great. Thank you
you may want to re-bake the normal map after softening your normals.
It's a really well put together guide that will go over the theory and practice of the texturing process.
I personally use Substance now for my texturing as I find it really powerful and flexible. Just dive into the texturing process and don't be afraid to make mistakes and remember that it will initially take some time to get good results but just keep at it and they will come.
That was actually really good to read (The comment). It's a long road! Cheers for the link too.
you can fin in youtube video tutorials of both programs by their own company