Been working on this a bit more, I need a break now! It's been good fun learning some proper PBR though. You have to completely change the way you think when texturing, and gets rid of a lot of hacky old techniques. Takes the tediousness out of texturing, but you have to spend a bit longer getting your materials looking…
Okay finished polypainting last night. Now starting to retopo. From now on I'll reduce the speed on start working on my RTS project I always wanted to do. I don't want to haste the rendering process of in game engine since PBR has come new to CryEngine. Need to slowly figure it out. As my policy I stay away from pre-render…
Thanks man! Here is the breakdown: I'm not sure I can take very much credit for the metals though.. PBR + Substance Painter/Designer make it almost unfair how easy it is to do... Thank you for the compliment though! Crosspost for those interested @Xenier I love Warmachine! Looking great! @Foxhead Looking really good Wish I…
squee that is so awesome! nice progress popo. Scott love the book bakes and turn out really nice piece. Nice work nat though i think the similar rock textures and floor take away from your design i guess your trying to show that it camo's with it's surrounding but for rendering beauties i don't think it works well as it…
@Optinium nice character! One (or 2) question(s)... Shouldn't you actually avoid using too many gradients/grey values in the metalness map according to pbr system, where something is either metallic or not? Or is it very common to use a lot of in-between values? I'm just wondering, because from the small part I can see it…
Upgraded my entry I was looking for the rock thread but it seems after finding it twice this week and wanting to post in there I can't seem to find it and i tried 3 times so sorry if you didn't want to see this posted again, blame search. ;) Click me for way biggerness!!!…
All these Riot entries are SICK! Great job to all of you who made it to the deadline. Also everyone else, this forum is truly something special. Here is my contribution to the amazing WAYWO, I did this for a school assignment we had this week. Nothing fancy plus we weren't allowed to use PBR. 300 tris and 1024 textures…
Sweet bark texture! Your albedo is very noisy though. Your're using the latest CE3 with all the PBR shading going on right? You're highlights needs to go and the whites are to strong. How did you go about the sculpt? I myself tried to do something similar with every bark piece modeled out. Turned out shit. This looks like…
It's been a long while since I've worked on anything so here's my project I worked on to get back into the swing of things. I made the ryno from Ratchet and Clank 1 but in a more realistic way. This was the first time I used dDo as well and pbr, the albedo and spec seem off to me but the result isn't that off so I went…
A little progress on my Substance/PBR journey. All the texturing is basic procedural stuff from substance designer using the default material filters. The great thing is you can modify the filter masks on a layer in photoshop ( put wear were you want it ect) import the layer in Designer , blend it with the mask and all…