For me i am still learning about shaders in maya and that so i am lost where to start which makes everything harder to do. I learned that 2016 maya has PBR shader in it. I tried to add the PBR shader for the other maya but i cant find out how to add it to maya at all. My knowledge with this kinda stuff is limited as i cant…
Corridor UE4 Realtime Lightmass practice Lightmass in High Settings PBR Metal/Roughness pipeline for game projects - [Maya - Zbrush (optional) - Substance Suite - UE4 / Unity / Marmoset] not an archviz so I keep the textures and lightmap sizes optimal for a game This month I`m updating my PBR Metal/Roughness pipeline by…
Well, to be completely honest, I'm not nearly that technical. Just like most PBR tools, it smashes down to one cost filtered through the BRDF. What that really means? no idea. that's over my head. lol Tech artists are better equipped to answer that. I would suggest learning substance designer or DDO or both. It's the same…
Well, i cant recommend duping the albedo. I recommend the metalness map here. And for making a spec etc. start with sections filling in basic parts then go back and make it more complex. Also. study other artist in PBR and look at there maps and study how they look. Also, the albedo. remember. your paints are pretty white.…
Good for a learning project. What did you render this in? Blender? That is not ideal for presentation. Use Unreal or marmoset or 3Do. The quality of your render is very, jarring. When presenting renders post various shots then one with a wireframe. Only showing the textured LP is difficult for the viewer to critique. Only…
It's also just that with PBR texturing the maps become much more abstract. We all used to be able to see at a glance if a diffuse or specular texture would work well, but now with PBR that's much harder (I often get this feeling it will look bad, when it doesn't). That's why you need these new, better tools to create…
Whoa hey there. Don't use the specular input if this is UE4-- what effect are you aiming to get with that? Because the spec doesn't do what legacy spec does. UE4 uses the Metalness workflow, so you want a combination of metalness and roughness to better describe what spec used to do. You don't want to touch the spec slot…
You need to follow tutorials on basic modeling techniques to remove confusion. I would suggest following the excellent Grenade tutorial made by Tim Bergholz. Grenade Tutorial by Bergholz: https://www.youtube.com/watch?v=Y83FLL6TqF0 Some great reference for PBR texturing: http://www.marmoset.co/toolbag/learn/pbr-practice…
My name is Dan, and I currently lead a an Indie Team, that which we call XF8 Studios(Not registered or anything yet). We're a starting group of people seeking to crawl our way into the game industry(or further our experiences in the game industry) Hello All, Our game is called Cross Fate, it's a fast-paced action-strategy…
Hello everyone at PolyCount Forums, we are currently looking for some quality members to help speed up development of our game, we have a lot that we haven't shown publicly but will disclose to those that join us and require talented individuals to help us get this game ready asap. */ This is a work first and pay later, we…