Hi, I'm a student for Game Art and I will be graduating soon. I only recently started texturing for PBR and have been struggling to transition to it from last gen texturing. My last gen textures have never been amazing, but they're better than my PBR textures. So I have been studying up more on PBR the last couple weeks…
How would you emulate iridescent/pearlescent materials in PBR? Things like bug shells, soap bubbles, oil patches, etc. I've seen many ways people emulate the look using a non-PBR workflow- by using a saturated specular map or environment map. But since PBR works on the principle of light conservation, what would be the…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: create a model of the American Ice Company building. While modeling, use the main reference as a guide: https://www.abandonedspaces.com/wp-content/uploads/sites/58/2019/10/8324979959_98777faa2c_k-640x428.jpg Estimated…
I've basically always been a Lurker ... but I wanted to get some feedback on a work in progress. I've done some shader writing in the past, for instance I wrote the paper shaders for the lanterns and dragons for this tech demo for GDC 2016: https://www.youtube.com/watch?v=dVY95DTW8UM That was a small project done in a…
Ok so first off, I think its important to understand the basic fundamental point of PBR, that is that all lights and materials behave in a logical and consistant manner, which means no matter how you set up your lighting, the asset will be lit as correctly as possible. Its really a two part system, part 1 is the shaders…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
This would no longer be PBR, so let's not confuse matters by calling it so. If you're messing with the shaders specifically to break physically based rendering principals, it's an NPR (non-photorealistic) rendering pipeline. You can, however, do straight up hand painted maps for all the standard PBR map types…
musashidan , I know that. My point is that they should be able to display it as PBR shader in the viewport. I don't know if this is possible or if there is another program that can do that. Programs as Substance Painter can have a viewport display with the PBR materials and then use the same material for Iray. It would be…