I'm having a hard time understanding how to work in PBR. Do I need to sculpt all of my geometry in high poly and then create low poly mesh's to bake to? It just seems like so much work for simple assets.
Ideally I want to be able to create my models in 3dsmax at the desired poly count and then paint all the information I need in substance painter, whether that's my diffuse, roughness or height information.
This is what I'm aiming for, albiet much less realism and high quality.
Is there any tutorials anyone can recommend with hand painted PBR in mind that doesn't require me to sculpt high poly's of everything?
Thanks!
Replies
Normal maps add a certain quality to your models, but PBR isn't a standard of quality, it's a set of rules about materials/shaders, the idea being to not "fake" things anymore, but rather adhere to some physical rules from the real world. To a certain degree anyway.
Substance painter may use the normal map (along with other maps ideally generated from a highpoly source like AO, curvature) for calculations like its generators, so that's another reason you might want to have a high to lowpoly workflow, but it is not a requirement at all.
What's the industry standard? Is the idea that you would take some of the bigger more complex models through HP to LP workflow? Or every single asset?
I mean how do you generate good PBR for things as simple as a little misc asset like some binders on a desk. It seems too much work to go through such a long process and create it's own material with all its maps from one little object.
And normal maps are certainly not always used for assets. They can also be pure geo. Or you can just bring the in game model into Painter and still bake a vertex curvature map and paint your normal details without the need for a high poly bake.