I decided to try my hands at creating a sword with the PBR workflow. Here is what I have, I want to make sure I am not working in a vacuum so I have to post some renders to see what you guys here on polycount think. So with that said feedback would be awesome if you want to give it :)
Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
Hey Guys, I am creating a couple of PBR textures, and I was wondering if there is a specific way that you generate texture maps? If so, I would be grateful if you could provide some advice. Feel free to critique these as well. Cheers!
GameTextures announced they are adding PBR materials to their line up "Over the past few months we’ve been hard at work on the newest technological hurdle the game industry is facing. Physically Based Rendering." The offical announcement can be found HERE We're talking about HERE
UPDATE hi, I found this nice concept from Chris Drysdale on deviantArt ( http://spex84.deviantart.com/ ) Looking for something simple for my first PBR attempt concept And a quick blocking
Hi guys, I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an…
So Torque 3d MIT is aiming for full PBR implementation soon. I'm on one of the test branches currently supporting it. It will be using the metallic/roughness workflow. Anyhow, with the reflection map system that is being used relies on Torque's old system of giving the engine 6 different maps that it will combine into 1…
Found the guide: https://docs.unity3d.com/2017.4/Documentation/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf and fixed the link for it on our Wiki page: http://wiki.polycount.com/wiki/PBR