Hey everyone,I am a 3D artist with 2 years of experience and almost a year in freelancing, with the majority of my expertise in creating game-ready assets. I’ve worked with dozens of clients, bringing life to their games with high-quality, optimized assets. What I Deliver: • Realistic & Low-Poly Props (High-detail modeling…
Thank you so much! You've been very helpful! Right now, I'm in the process of texturing it in Substance Designer after watching several hours of tutorials. I'm trying to use PBR's since my understanding is they're becoming pretty popular and people advised against making Normal Maps from photos... and the Physics side is…
Ya, that'll do it haha. PBR on mobile VR is still pretty expensive. We've done mostly unlit shaders and just baked everything to a single texture. At one point we took a 4k screencap of the Substance Viewport and put that as our unlit diffuse texture. Looks like PBR-shaded but is crazy cheap. Works great if you only have…
This tutorial shows how to create a Stylized character and a PBR character: https://cubebrush.co/marketplace?product_id=1jur3a On Youtube he explains the full workflow: Stylized: https://youtu.be/b4CQ99--XAA PBR: https://youtu.be/UcgZcdPHSRI For character sculpting and anatomy I suggest you the tutorials from CGMakers:…
I'm resurrecting this thread a couple months later. I have studied PBR, installed UE4 and am now doing my first PBR work ever. My primary concern at this point is of course, material definition. It needs to be clear what you are looking at. Above is my starting point. I usually don't get good results by starting with a…
Should have said, the lerps on the left aren't doing anything, just there to show the outputs from each channel of my AO/metal/rough map (Not sure if there's a different node I could have used). There is certainly more of a range in the metalness map than I would expect, but that's how it came out of Substance Designer so…
Hello everyone! It has been a little while, I've been working on this off and on over the last couple of years and I thought I would share an update: I have decided to go with Unreal for this project, I tried using marmoset with a cell shader I saw for it, but it doesn't work with version 4 and other initial tests didn't…
The principle advantage of tools like QS and SP is that you're painting across all channels of a material in a purpose built PBR environment. You can still create PBR textures in PS as they're still just textures, but being able to view the end result of your in-game asset, pretty much 1:1, while you're texturing is…