@riceart Those textures don't really look correct, if you want to use them with PBR. Have a look at this: https://www.allegorithmic.com/pbr-guide Especially the second PDF. Added some damage: And some more detail on the grip:
That is a really good idea. Marmoset has some good info as well: https://www.marmoset.co/toolbag/learn/pbr-theory https://www.marmoset.co/toolbag/learn/pbr-practice Can you post your maps? Something isn't looking right in your metal.
Hey OP, how much "WoW inspired" do you want your tile to be? Because you can still do PBR and have it be hand painted. See the PBR Dagger http://www.polycount.com/forum/showthread.php?t=135431
Familiarize yourself with the PBR workflow, and how the shader interprets each map. (alb,spec,roughness,transparency,etc) http://www.marmoset.co/toolbag/learn/pbr-practice http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
Well the metals do look very PBR like, but the environment has a lot of areas that I don't see any sort of specular reflection. Looks like they took some PBR ideas, but are only really using them on characters.
Hmm... by looking at your artstation site and the 2D works you posted there I think you can crank it up a notch with the textures. To me the textures are too plain, lacking the life that you definitely are able to bestow into your 2D work. I have not tried to do stylized textures with PBR, so I can't give you much help,…
Hey guys, thanks for the heads up on marmoset leleusart. I'll be sure to check it out ASAP. As far as I understand UE4 imports it as default linear/sRGB, however something I forgot to mention in the tutorial is you must change some photoshop settings. edit> color settings. RGB: RGB needs to be set to sRGB Gray: Gray Gamma…
Hi, 1- By default Unity 5 Substance integration will adapt the "channel shuffling" to fit with selected shader convention. It means that if you use sbsar files, use the PBR metallic roughness template in SD (with "Standard" shader in Unity). Once you import your sbsar file in Unity, if you select the "Standard" shader (=…
I have a PBR material that's using spec/gloss instead of metallic/ roughness. I inverted the gloss map with a OneMinus node and the spec should be just plug and play right, assuming it's PBR accurate? I've been testing it in Marmoset to make sure. Except the metal parts don't look metallic at all. What am I doing wrong?