Update 6/17/16 - Vespa is back on Hiatus - Spent too much time noodling on the vespa that I ultimately just got bored and dropped it. Finally Back from school/hiatus. The last couple of days I've gotten a chance to work on the low poly of the model and read up more on the PBR…
PBR workflow is the same everywhere. *No shadows in Albedo *Most surface detail is handled by roughness/reflectivity channels. You don't want your albedo to be noisy. *Accurate material definition and layers. Wood, metal, skin, or plastic etc all have unique properties. *Use calibrated values so your prop can be lit under…
Hi everyone! I wanted to learn more about texturing and been watching some tutorials on zbrush/substance designer. Here's the first one for the sketchbook, a ceramic bathroom floor, part of an abandoned environment setting done in substance designer for practice. Learning my way around substance designer while I was doing…
roughness represents microsurface detail that cannot be represented by a pixel, it is an average over an area. There is no correct roughness value for a surface - any charts or reference that you see must be taken with a pinch of salt. in practice you need to eyeball it under the lighting conditions you'll be working with…
Ah ok. Right. This is what I am doing for the first time using Blender (with a character that has some mechanical parts like a shovel). Blender, ZB and SP is all you really need. This is what I do: Forget remesher, it shines when you want to up your detail of the main sculpt. -Separate the chest from the lock. Clown paint…
https://www.unrealengine.com/marketplace/arctic-alien-base Modular Arctic Alien Base Environment and Props pack with high-resolution PBR textures.The package contains 2 types of materials for each model: Rusty with snow and Clean Metal.It is possible to draw snow on each model using Vertex Paint. Features:* PBR textures *…
Hi, Just as Skeleton Warrior this model was made for Flying Wild Hog last year. Actually he was created before the skeleton and was my 3rd character at all. Also it was first try to make proper PBR materials for metalness/roughness workflow. For me the biggest problem was to belive that what I see is black in PBR. I was…
Positions offer hybrid assistance perks, meaning it's possible to WFH for 2-3 days per week from the beginning, though the offer may vary depending on a variety of reasons. At the moment applicants currently based outside of Europe are less preferred for the position (relocation assistance is very difficult to spare right…
First I would suggest deciding which game engine you're exporting to. They each have different constraints on material setups, and how to get content out of your DCC app (3ds Max). Then learn from their help docs. Unreal…