That's intersting, thank you for the clarification. I would like to use a pbr workflow, right now i have some experience with Substance designer but not much with substance painter. i like the idea of using as many trims as possible, as i said i'm more intersted in environment stuff like houses, walls, terrain ecc... I…
Hi! I'm working on a cartoon-ish game at the moment and we are using vertex color only to paint our objects. Most of the time, I'm colouring per face in 3d studio, so I can get hard edges in the colouration. It works pretty fine in max, but when it comes to export it as a fbx (or any other format), the face color…
Hi Jeremie , I just noticed something regarding the strange artifacts in the material window. The noise appears only on these shaders. Dota2, Non-pbr-spec-Gloss and pbr-Velvet The noise is nonexistent on the other shaders. Solo mode (Hitting the "C" key) also removes it. Regards GIS3000
Have you UV unwrapped this? Some of these materials might be hard to get without properly texturing (which is still done in an outside program even with Marmoset). Additionally. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
Hey guys, this is my latest PBR game character based on Wu Sehnyou's concept. The main goal of this project was practice the PBR workflow with a character that fits into the Fortinite/Overwatch/Shardbound game style. Take a look at the following link for more images and 3D preview: https://www.artstation.com/artwork/68z0L5…
Hi I am looking for remote work. Freelance or contract. My portfolio https://www.artstation.com/artist/legionaire HardSurface Modeling Maya, Zbrush Texturing PBR workflow. Substance Designer/Substance Painter My PBR materials on Substance Share https://share.allegorithmic.com/libraries?by_user_id=9 Email…
Thanks jose.fuentes. I'm gonna texture this using PBR but with some some hand painting. I'm not sure traditional methods will get me all the way, so it's gonna take a lot of experimentation to find a nice middle ground between PBR, but with the nuances of handpainted work.
They built a custom scanner that uses a bunch of cool photogrammetry and filtering and fancy maths to get accurate maps of all the PBR parameters. They got an awesome PBR Renderer called 3Do showing you that sphere all tessellated, lit and shaded based on real world physics.
Looking good, gonna follow this one for sure. I have to agree with @Marshkin though, your not really utilizing the full power of the PBR. I would try to lower the contrast and general shading in the albedo and let the PBR maps do the heavy lifting a bit more.
Hope the below helps out. Saw this on Facebook. The fact that PBR is so confusing to so many people I may have to complete my doc I was doing about PBR and texture process below is a copy pasted segment with some more added info. Honestly PBR is not that hard of a concept and seems like everyone is just throwing in a lot…