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…
Hey all, I'm reading Allegorithmic's PBR guide as part of my university studies and wondered if anybody would be able to tell me what a texture sampler is and what texture interpolation is? I've had a brief look at the polycount wiki and I'm still struggling to get my head round them. Thanks in advance.
Hi guys. Do you know where to find free materials for Substance Painter? I know there is a Source, Share and some sites like gametextures.com. Do you know other places with pbr materials?
Hello PC! Currently working on learning PBR texturing through the Quixel Suite and Toolbag 3. This thread is to keep a record of my progress on projects and for any C&C along the way. Thanks for checking it out. Critiques welcomed! Currently working on:
I made some PBR charts for internal use a few months back and they've now been released to the wild! Values courtesy of Quixel, Allegorithmic and internal data. You can grab both the Specular and Metallic variants of the charts as high res png and pdf files here:…
Been working on this sword to practice and learn more about the PBR workflow. It's some leaf design sword that I saw on the net. I'd love some feedback. Here's a shot from inside of toolbag 2: And my maps:
Hello
everyone! My name is Ilia (TeslaBerserk), and I'm a 3D character artist. I’ve
worked on hand-painted textures and 2D art in the past, and I’m
also a professional miniature painter, primarily focusing on
Warhammer 40k. I've
been a dedicated fan of the Warhammer universe for over 20 years, and
creating a servo-skull…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…