How essential is the PBR theory if I want to just get started on texturing on low poly characters? Is it something I can just pick up along the way, or must I have a thorough understanding of each model to be an effective texturer?
I figure it goes without saying I'll be missing out on some advanced concepts at professional levels but I'm wondering how important it is for getting started. If it makes a difference I plan on painting most of the objects in my game but my environments will obviously have some form of lighting in them.
Replies
• Roughness for matte objects is bright. Roughness for shiny objects is dark.
• Plug color maps as sRGB. Plug non-color maps as ... not srGB.
• Some funky materials might need some boosted and/or colored spec but for the majority of cases you can leave spec at default.
Aaand that's about all the "theory" you need to know really. Metalness-based PBR makes texturing *extremely* simple.
Grab yourself TB3, load a model with UVs, create a material using metalness and roughness and fill up the texture slots. You'll realize in no time that it is as simple as it gets.
Otherwise you'll just be going in circles, wondering about things that turn out to not matter at all in practice. You are a user, not a graphics rendering engineer.
I'm finding it difficult to see any Specular at all, actually. It looks like most of the shading is painted in the Diffuse.
You could do similar style scenes in PBR, but if you really want to match that game, use the old worklow.
spec/gloss workflow is a different shader and is more complicated than metalness roughness...
metalness /roughness
I would also get a copy of toolbag since it make it easy and faster to preview your tweeks as you make your textures. Maybe blender's eevee is good enough
Awesome post. Very informational, thank you. I have a much better understanding of these things now and I will look into that guide.
I am using substance painter.
The copper bands have a painted highlight and painted shadow, which are the same all the way around the barrel, and the same on both bands.
There's an overall darkening of the lower copper band and barrel. That tells me the game is most likely using vertex-based diffuse lighting. The lighting and shading is very "bland" and gradual across surfaces.
Ah, I understand now, its definitely diffuse now that I understand that.
@icegodofhungary
Epic toast broham. Thank you very much for your easy-to-follow insight, it is greatly appreciated. I'll definitely be using this as a reference post.
Re: 50 black, there's a great exploration of that which concludes sRGB 30 is the real baseline, not 50.
Materials Authoring Guidelines : Dark Dielectric Materials
by Laurent Harduin
Where'd you hear that 50 is the limit for conductors though? I can't think of any metal that's darker than about 200 or so.
I think it's about 35 in any channel for specular reflectance (i.e basecolour) on metals where the physics stops working (yes, this means you cant have pure red etc.)
For dielectrics it's about 50 overall luminance before stuff stops making sense
mileage may vary - very few renderers don't contain huge fudges