However, if your aim is to move materials between renderers, both realtime and offline, then you'll want to avoid fancy blending graphs, and stick with standard metallic-roughness pbr, and use a single material per surface type.
How do you determine how much money you wish to be paid if there is a potential employer that says something along the lines of: "payment is per asset and we need 50 of them"? I know how to calculate my monthly/hourly pay, but this is different, since I can't say how much time will it take me per asset, some of them may…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
We use Substance for archviz work, thousands of shots per month. The key is to train your team to work within PBR limits from the start, rather than relying on someone's funky filter to downsample. Fix it upstream.
I have not found many websites, but instead just reading sporadic articles related to film/VFX lighting and talking with other experienced lighting artists both in house and externally over the web and such. Here is some general workflow/tips I have gathered over my short tenure so far as a lighting artist: One major point…
So much of this hinges on whether we’re talking about texturing for a diffuse-only engine, or for PBR. For PBR all that evidence suggests that you paint in any highlights or form shading very weakly (if at all) and let the engine do its thing to generate reflections. All the cool extra detailing comes from the normal map…
Just a few things to note. If you are moving to a PBR workflow you are going to want to check out these: https://www.marmoset.co/toolbag/learn/pbr-theory https://www.marmoset.co/toolbag/learn/pbr-practice Moving to PBR you are going to have to rework your diffuse and specular map. With your diffuse you are going to want to…
You may just use theBitmap = selection[1].material.diffusemap --or for batching, stuff like : sel = selection as array for obj in sel do ( theBitmap = obj.material.diffusemap -- ) as your bitmap file is already loaded. Maxscript help says to avoid getpixels for every pixel and use it per row, but else code is working for…
In the context of PBR texturing (with the metalness workflow) the phosphate coatings aren't pure metals but they can have visual properties similar to metals so they'd fall into the metalloid category. A lot of stuff is still approximate and there can be contextual differences so it's important to experiment with your…
Hi! I’m a 3D Environment Artist specializing in environment art, props, and procedural materials for video games. I’m currently open to freelance opportunities and collaborations with indie or mid-scale studios. I have over 4 years of experience creating game-ready 3D assets, with a strong focus on environment design, trim…