I have a question about pbr workflow in quixel. Lets say I grab a texture of window draps. Then I run it through ndo for a normal map and then create a AO based on the normal map. For the diffuse map do I then take out the lighting information of the original image as much as I can?
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Decided to do an experiment with a more handpainterly style, while retaining pbr rendering.It's the first time I'm doing hand-painted textures or stylized assets in general. This is the result: [SKETCHFAB]76319a67ecc64fe5b5734fd7b0e4bc3f[/SKETCHFAB]
Here is my barn level for a school project i have been working on, there are a mixture of PBR textures, Spline Modelling techniques and NURBS. Please let me know what you think :)
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: