When a character artist is making a char (lowpoly, highpoly, texturing) does he have to know what shader than will be used?
For hair in unreal for example i could use the hair shader (used in "digital human" project") which requires different maps (id, depth, ramp etc)
but when i want to use marmoset for example, i would not have that unreal-hair-shader, so i would need other maps (normals etc)
So my question is:
Can i achieve a complete character with pbr workflow (created in substance painter for example) without worring about what shader later will be used?!
Replies
I mean every map are convertible, a gloss is kinda just a roughness inverted etc... but it really doesn't make any sense to create your map and then think about your shader, both should work together.
Cheers!