Looking good, gonna follow this one for sure. I have to agree with @Marshkin though, your not really utilizing the full power of the PBR. I would try to lower the contrast and general shading in the albedo and let the PBR maps do the heavy lifting a bit more.
Hi I am looking for remote work. Freelance or contract. My portfolio https://www.artstation.com/artist/legionaire HardSurface Modeling Maya, Zbrush Texturing PBR workflow. Substance Designer/Substance Painter My PBR materials on Substance Share https://share.allegorithmic.com/libraries?by_user_id=9 Email…
Hope the below helps out. Saw this on Facebook. The fact that PBR is so confusing to so many people I may have to complete my doc I was doing about PBR and texture process below is a copy pasted segment with some more added info. Honestly PBR is not that hard of a concept and seems like everyone is just throwing in a lot…
yes you can convert D/S/N to PBR, read article below. I think you could also try Bitmap2Material by Allegorithmic which basically does the same as written in the article but in a more automated fashion (?) http://www.marmoset.co/toolbag/learn/pbr-conversion
Yes-ish. The stainless steel trim looks like stainless, but the paint is too flat. The paint looks like its been aged quite a bit, but the stainless is almost chrome, which would indicate its brand new. The two need to match each other in terms of weathering. Unless its thick mud, I wouldn't bother adding anything to the…
The PBR shaders in Designer don't do tesselation yet. This means that with the PBR shaders the height will only drive the parallax effect : the other textures will be distorted based on height and perspective, but not your object silhouette. So if you only have an height map with no diffuse (or an uniform diffuse), you…
Read these over a few times and really digest the information. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Second this is get a better highpoly to work from. Honestly the majority of good texture work comes from a good highpoly with a ton of different baked maps.
To add on to this, Allegorithmic has some very useful (free) books on PBR - theory and it's art application. https://www.allegorithmic.com/pbr-guide Your Albedo and Roughness maps (besides it being too dark) are very well done, the only thing i can suggest less uniformity in the bricks, like the poster above.
My stylized PBR Tools Pack available now on Unreal and Unity stores. ArtStation: https://www.artstation.com/artwork/4bZw0Y Unreal: https://www.unrealengine.com/marketplace/en-US/product/e21096d98cca41798c97169c654e9f51 Unity: https://assetstore.unity.com/packages/3d/props/tools/stylized-pbr-tools-pack-163623