I know it is way to late to suggest this, but I feel like the model could benefit from a MUCH higher tri count. With the next gen development rolling around the corner right now, and tri counts starting to sky rocket with the new consoles release and min specs rising, as well as PBR., I feel the the model feels lacking…
I can both agree and disagree with this but just my opinion. PBR exists because there are rules/principles that materials have to follow such as energy conservation and BDRF. I can see creating organic/natural textures like stone and grass as handpainted in Photoshop but Substance Designer has specific PBR utility nodes…
Everyone here has excellent suggestions and feed back. I have been suggesting this to various people here on Polycount so below is a copy and paste. If you follow this tutorial it will teach you a great deal about modeling and UV mapping. I would start a new project and follow a correct pipeline. I suggest following this…
If everything is pbr compliant it makes basically no difference. If you're not working pbr then you're into a series of cyclic changes that will drive you mad. There are benefits to lighting an untextured environment but that's what viewmodes are for.
https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Welcome to 2013, and prepare to have your mind blown.
I believe in the technical talk forums there was a thread started about PBR in general. Lots of good info in there to migrate over to the official PBR thread we start. Here's the link
Looks great! Love the style for eqn/eq landmark. Are you guys using PBR for in game? Curious about how you balance realistic pbr with the hand painted look.
Hello. Decided to try something else than my usual stuff, so here is my new project. In the dawn of PBR I decided to learn this new process so I'm ready when it comes in full force. I needed a nice model to practice it on, and instead of downloading someone else's work or reusing my old work I decided to hit few birds with…