Hello there, I just released the third and final part of my Stylized PBR Asset, it is 3 small PDF tutorials about the creation and process of a simple wooden box, thought that it could help some people. You can grab all of it for free on my portfolio. I would love to be able to share the all thing here but it is around 80…
Eh all, Is there an good cgfx shaders for a pbr workflow in Maya LT, besides Kodde's TGA one? I ask this because I'm using a Radeon 7970 and it seems to be an ATI card that doesn't work for Kodde's shader as he states most ATI cards won't : ( Or are ATI cards just bad period with CGFX as if also heard?? Thanks…
How essential is the PBR theory if I want to just get started on texturing on low poly characters? Is it something I can just pick up along the way, or must I have a thorough understanding of each model to be an effective texturer? I figure it goes without saying I'll be missing out on some advanced concepts at…
Hi everyone, Here is my latest personal art project; a stylised PBR Nordic axe! Base meshes and retopo done in Maya, sculpted in Zbrush, textured in Substance Painter and rendered in Marmoset Toolbag 3. 2048 x 2048 textures, 4.5k tris. Based on the concept by Andrey Astahov. Hope you like it! :smile: > Check out my…
Hey guys, first time I was trying to understand metalness PBR workflow. As said on marmoset toolbag website , "The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content" however when I apply albedo to my model in Toolbag2, the speculars doesnt change at all while…
Hi, I'm currently woking on a Pbr, game ready Helmet and gasmask for my exam Game Art Pipeline. Any feedback is greatly appreciated, mainly concerning texturing as I don't really have time to remodel stuff. I know I have some issues in places with too many polygons and some with too few. model
Hi there. So i had some issues with vertex normals in CE3 so i wen't on CryDev and asked. Only answer i got was that i'm not supposed to edit vertex normals in a PBR engine because it messes with the fresnel. I'm mainly talking about using it with vegetation. Does anyone have anything to add on this subject? Is it true?
Started a personal project to test and practice PBR workflow. Testing also what can be baked in Modo 801, until now pretty much only have used xNormal. Electrically powered sword for cutting, shocking and something... Concept I made. Highpoly. Pretty much done and happy with it. That's the start. Working on the low poly…
Sketchfab link: https://sketchfab.com/models/52608233642047cbaca91e32688bddc0 Hi guys! Started this project about 2 weeks ago, been doing the high poly modeling ever since, that part's done now. Currently making the low resolution model, and soon headed into the baking progress :) Some more info: this is an assignment for…