To answer your question, no i dont think there's a easy way. But I dont see why you would need to. If you doing a mesh, then bake the normal's and AO though e.g Xnormal. If your doing a texture. Non PBR you can paint it in the diffuse, PBR you can just make your own. not that hard for a flat texture.
I really like Quixel a lot. If you are doing any PBR work then something like Quixel or Substance is extremely helpful. Like Armagon said, NDO is fantastic for working with normal maps. If you are interested in a tool that can do both PBR painting and re-topo work, check out 3D Coat.
There is a short segment on creating texture content for the PBR tutorial I wrote on Marmoset's site: http://www.marmoset.co/toolbag/learn/pbr-practice This is an old tutorial, and looking back, much of the texture values do not make sense, but the basic concepts of material setup and observation are still valid:…
Department: Visualisation Location: Remote - UK/GMT timezone Reports To: Head of Visualisation ________________________________________ Job Description * Creating all required hard surface and environmental assets to the clients brief * Developing assets to work seamlessly within the shot pipeline * Understanding and…
Ok first off, scrap that website. Use Polycount's great folio guide/wiki: http://wiki.polycount.com/wiki/Portfolio I personally would suggest using ArtStation from here forward. Regarding your work, it looks like your modeling skills are headed towards the right place. I will be 100% honest, none of your work is AAA…
For those interested in converting substance materials to another software like armor paint or 3d coat, you can download the free substance player, load the materials, export them as textures and load them up inside the other software. Armor and coat will automatically recognize the pbr textures and create a pbr material…
I forgot to mention a question I have. I have a Geforce GTX 260 card, which I'm sure most of you know, is old. If I'm going to try and do some PBR rendering in Marmoset, would that card be adequate? It fails at playing games, but I'm hoping I can do a little PBR render with it.
Im going to be using dDo to texture alone with nDo. Is there anything in wiki on PBR, i have heard the term in passing but not 100% on what it is. But dont i have to wait till they release the megascan stuff ? I found this for marmoset, which i will use to display my assets http://www.marmoset.co/toolbag/learn/pbr-practice
I like where this is going, I for one would like to see this in a stylized PBR :) I would like to see more angles of it but it looks like you have your forms right, i like what you have done with the chips in the blade. keep it up man, looking forward to hopefully seeing this in PBR
Hello, We are happy to announce Substance Designer 4.3 with Yebis Integration! Yebis provides state-of-the-art viewport post process rendering directly in Substance Designer. Digital artists ultimately want to feel unconfined by unnecessary layers. They want to make a change and see what its actually going to look like…