Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Because so much work is done for you - PBR shaders have far fewer inputs. For example, if you wanted to have correct energy conservation with your specular highlights with a shader that didn't have energy conserving specular - you'd have to do it by hand in your Specular Level and Glossiness textures. Now it's just done…
heys guys im a student and im starting school again and decided to get back into 3d with a prop. I usually texture in UDK but i decided to try a trial of marmoset 2 and try to texture for PBR. Wanted to do something small and focus more on texturing. Its really frustrating at this point, and im lacking the realism that i…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
I would start with these tutorials to understand the differences between the various inputs (pbr does not necessarily require metalness or roughness maps, this varies depending on target engine): http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Now, to load a metalness map…
The wear and tear looks good for me, but I´m not shure if the reflectance values and colors of your metals are correct. You should try Substance Painter if your going for PBR. Here are some helpful links that u may or may not yet have seen: http://www.marmoset.co/toolbag/learn/pbr-practice…
This tutorial explains the differences in detail, and how to convert between metalness and spec maps: http://www.marmoset.co/toolbag/learn/pbr-conversion General pbr: http://www.marmoset.co/toolbag/learn/pbr-practice In short, spec maps are more flexible, but with the added flexibility comes a lot of freedom to make very…
It's totally doable, and works extremely well. What you have to do is not to store the PBR information directly in the vertex color themselves, but rather, use the vertex colors (or material IDs) to separate the model in chunks and then modulate that in your material nodes. UE4 does this very easily and you can save a ton…
I just wanted to ask since they both seem to do very similar things at this point since 3D Coat started adding PBR texturing capabilities to their software and from what I've seen in videos, they can basically do the same thing for around the same price range and purpose. So I thought it'd be beneficial to ask which would…