@Texelion Thank you. you are right. for a PBR Version i would have to make high res model... so i think if i will make a stylized PBR Model i will do something completely different.
Hey everyone. Finally nearing the end of figuring out my new stylized PBR workflow and I wanna show off. That said, I also feel that, somehow, my current texture work isn't quite up to par. I can tell something is wrong/needs to be changed/fixed, but I can't put my finger on it for the life of me. So, it would be a great…
With the environmental artist, with the texturing does this include knowledge of PBR and traditional texturing, or just texturing as a whole, because i'm still yet to understand PBR workflow, none of it makes any sense to me at all.
My only complaint is that the animation looks the same (very rough), and I'm slightly disapointed they haven't intergrated PBR (I'd be more likely to make assets for it if it was PBR). Art wise it's a big step up from Fallout 3.
The tutorial I sent, would teach you about your original question... PBR and roughness is fully related to each other and if you want it to work/look nice, first you'd need to understand how pbr works.
http://scottmichaelh.artstation.com/ I have made a new PBR environment (Balamb Garden) and remade both the door and gun with PBR. I am curious as to any new feelings towards my gallery as of now? :icon_question:
the pictures look so bec I like to use renderman to make my screenshots ^^ later I will use another style and not so pbr like ... thought for myself in private it would be nice making a pbr version of the highpoly later ^^
I will be 100% honest with you. Looking at your past work and this pistol as well you really need to focus on the the basics. Especially the pipeline to creating a model. You want to test out an AK 47, but that is a very hard rifle to model as it has organic curves. I would start a new project and follow a correct…
The write ups for game art aren't as good or as solid as programming resources. There's a few reasons for it. You always need a visual example for art related terms and descriptions. Game art is constantly changing, things written even 5 years ago can be really out dated. The polycount wiki is a decent place to start, lots…
They're mainly just for visualisation inside SP, and shouldn't be counted on as 100% accurate. If you're not sure about what PBR is, that's a good place to start (just google it :) ). Besides that, the main thing to know is how they handle alpha channels. Alpha blending is for semi transparency - glass etc. Alpha masking…