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Character artist, PBR texturing, shaders

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goekbenjamin polycounter lvl 5
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?!

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  • Burpee
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    Burpee polycounter lvl 9

    Can i achieve a complete character with pbr workflow (created in substance painter for example) without worring about what shader later will be used?!
    Not really, 
    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!
  • goekbenjamin
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    goekbenjamin polycounter lvl 5
    okay this means, i should decide if i want to generate and or present my work in marmoset or in unreal in the biginning stage? ouch
  • Alex_J
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    Alex_J grand marshal polycounter
    You make a plan and go with that, but should you need to convert to another shader or application its usually possible. 


  • zachagreg
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    zachagreg ngon master
    Most shaders are easily transferable at least for normal cases. If you have some crazy custom shader that does incredible things in unreal then of course you made it unreal so you should use it there. However, if you're just using standard Diffuse, Normal, Rough/Gloss, Metal/Spec then Marmoset and Unreal are both pretty much plug and play in those regards. Marmoset even has a designated preset for an unreal material in their presets at the top of the screen.
  • goekbenjamin
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    goekbenjamin polycounter lvl 5
    Thanks alot guys really appreciate it!
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