Hello, our mobile game studio needs a few talented PBR texture artists who understand how to create smoothness, AO and normal maps, along with diffuse textures that look stylized and not photo-realistic. If you are interested, send me a direct inbox message with a link to your work/portfolio. Below is a rough example of…
I haven't done any hand surface for a while and though I'd create this as an opportunity to learn the PBR workflow. Wasn't modeled after any hammer in particular, just ones I found online and one I have lying around at home. Currently just finished the HP, I'm thinking this will be for a current gen FPS game so the LP will…
Asset Store | Facebook | Twitter | ArtStation | Youtube PBR Rocks is a rocks package that you can use for desktop and also for mobile. Available on Unity Asset Store! Contains additional shaders options, that allow you to customize the look of the rocks creating unique rocks.…
Hiii!! I am trying to practice a mix technique between PBR and Handpaint looking for this result: https://www.artstation.com/artwork/KOgREW Right know I am having some problems looking for the end look, ignoring the blood because I didnt work much in it, if you can give me some feedback, I'll be happy to listen and learn…
Started practicing PBR texturing, hoping to get some guidance and critique. I'm a beginner to texturing, so I hope to learn a lot. Model was downloaded on a free 3d models website somewhere. Using Metalness approach. Normal is just a flat map and Metalness is just a white color, so I'm not including them here. Trying to…
Check out the tutorial I wrote about PBR for TB2 here: http://www.marmoset.co/toolbag/learn/pbr-practice Its specific to Toolbag, but most of the concepts are pretty universal and it explains the metalness vs spec map thing.
Portfolio: https://www.artstation.com/vinceorcis Contacts: vinceorcis@gmail.com Interested in freelance and remote full-time employment, and will consider relocation. Skills: - Sculpting - Character design and concepting - Retopology - UV unwrap and map baking - PBR texturing, common with Substance Painter and Designer -…
we have been involved in this customized chopper vehicle asset creation recently. we are really happy to post our first work sample here as we learned a lot through polycount. as always, we would love to get some comments. Quick steps: - Low poly blocking and in-game version -High poly sculpting -Baking various Maps -…
I think people should stop saying PBR in the topic because it isn't relevant at all. The texture will either be good or bad. It has nothing to do with PBR. On that note. The model itself looks fine. I'm not really a car buff so It looks fine to me. On the texturing department it's all over the place. The scracthes are too…
A little late, but thanks you both for your answers. \o/ If anyone end up here looking for the same explanation I was looking for : https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Those two articles helped me a lot, too.