That's intersting, thank you for the clarification. I would like to use a pbr workflow, right now i have some experience with Substance designer but not much with substance painter. i like the idea of using as many trims as possible, as i said i'm more intersted in environment stuff like houses, walls, terrain ecc... I…
So I think can call this one finished, def learned alot while working on this, also decided to give a PBR painter a shot to see what this PBR rave is all about.
Intro to PBR in Unreal Engine 4 - https://gumroad.com/bennadler Found this one to be a ton of help, its short so easy to watch several times, but very to the point and a great intro to PBR.
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An excersize in updating last gen assets to PBR. Have a few other old projects that I plan on updating to PBR as well. You can find breakdown on my artstation.
it was a PBR shader for 3DS Max but I didn't take advantage of any of the PBR features (other than correcting some texture values) so it was used more like a plain ol IBL renderer
from what i can tell, PBR is what marmoset is all about. so I doubt it. at least I never saw the ability to. since it is a PBR based renderer. there are other options though.
Good to see more people using PBR pipelines, sounds like everybody and their dog is on the PBR bandwagon for nextgen titles (or so rumour has it). About time we started doing things properly!
They're mainly just for visualisation inside SP, and shouldn't be counted on as 100% accurate. If you're not sure about what PBR is, that's a good place to start (just google it :) ). Besides that, the main thing to know is how they handle alpha channels. Alpha blending is for semi transparency - glass etc. Alpha masking…
Your textures are not PBR correct, and you are lacking the most important map in the PBR workflow, a gloss map. Everything is monochromatic and really flattens out all that hard work you did with the highpoly.