For current standards, learn about PBR. Quixel and Allegorithmic both have great tools for generating PBR maps. We have a good PBR page on the wiki to get you started. Also learn Zbrush. A sculpting tool is really essential for generating current-gen assets. You'll need a normal-mapped asset to get the most out of those…
That's because some parts of your texture are basically metallic. If you used metallic materials on your project, espetially metals like gold, bronze or titanium (as examples), you WILL have colours on your roughness map. You should check a PBR material chart, and also those amazing PDFs from Marmoset and Allegorithmic :)…
I'm getting back into making assets and I was wondering if anyone knew of some any start to finish PBR texturing tutorials? What I'm looking for is something that recreates the workflow I'm used to, which is something like Cgtextures for source -> bitmap2material -> whatever maps, but a Photoshop tutorial would work too.…
Hi guys. Do you know where to find free materials for Substance Painter? I know there is a Source, Share and some sites like gametextures.com. Do you know other places with pbr materials?
While i'm getting the hang of PBR in plastics and metals, i'm having a hard time working with them when it comes to environment modeling. Does anyone have any good tutorials or articles on the subject?
Agreed. Also you should be using PBR instead of Diffuse/Spec/Normal. So that would be Albedo/Roughness/Metallic in Unreal. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ We have some good resources about PBR here on our wiki http://wiki.polycount.com/wiki/PBR
Beautiful, beautiful work! I would run the albedo on the black marble through PBR validate, and then drop a PBR safe albedo node right before final output, with tolerance on 0 to bring the dark values into proper range.(granted you are using substance designer?), the value seems to be outside the PBR range?
I wasn't saying because of PBR. I was saying *before* PBR. I meant to say that you don't have to do it now with PBR workflows. Energy conservation is now a property of PBR shaders so you don't have to account for that in your maps now. Sorry if I implied otherwise. EDIT:Or I am mis-understanding you and it's not due to the…