Thank you so much! You've been very helpful! Right now, I'm in the process of texturing it in Substance Designer after watching several hours of tutorials. I'm trying to use PBR's since my understanding is they're becoming pretty popular and people advised against making Normal Maps from photos... and the Physics side is…
Ya, that'll do it haha. PBR on mobile VR is still pretty expensive. We've done mostly unlit shaders and just baked everything to a single texture. At one point we took a 4k screencap of the Substance Viewport and put that as our unlit diffuse texture. Looks like PBR-shaded but is crazy cheap. Works great if you only have…
This tutorial shows how to create a Stylized character and a PBR character: https://cubebrush.co/marketplace?product_id=1jur3a On Youtube he explains the full workflow: Stylized: https://youtu.be/b4CQ99--XAA PBR: https://youtu.be/UcgZcdPHSRI For character sculpting and anatomy I suggest you the tutorials from CGMakers:…
I'm resurrecting this thread a couple months later. I have studied PBR, installed UE4 and am now doing my first PBR work ever. My primary concern at this point is of course, material definition. It needs to be clear what you are looking at. Above is my starting point. I usually don't get good results by starting with a…
Should have said, the lerps on the left aren't doing anything, just there to show the outputs from each channel of my AO/metal/rough map (Not sure if there's a different node I could have used). There is certainly more of a range in the metalness map than I would expect, but that's how it came out of Substance Designer so…
roughness represents microsurface detail that cannot be represented by a pixel, it is an average over an area. There is no correct roughness value for a surface - any charts or reference that you see must be taken with a pinch of salt. in practice you need to eyeball it under the lighting conditions you'll be working with…
The principle advantage of tools like QS and SP is that you're painting across all channels of a material in a purpose built PBR environment. You can still create PBR textures in PS as they're still just textures, but being able to view the end result of your in-game asset, pretty much 1:1, while you're texturing is…
Update 6/17/16 - Vespa is back on Hiatus - Spent too much time noodling on the vespa that I ultimately just got bored and dropped it. Finally Back from school/hiatus. The last couple of days I've gotten a chance to work on the low poly of the model and read up more on the PBR…
PBR workflow is the same everywhere. *No shadows in Albedo *Most surface detail is handled by roughness/reflectivity channels. You don't want your albedo to be noisy. *Accurate material definition and layers. Wood, metal, skin, or plastic etc all have unique properties. *Use calibrated values so your prop can be lit under…
Hi everyone! I wanted to learn more about texturing and been watching some tutorials on zbrush/substance designer. Here's the first one for the sketchbook, a ceramic bathroom floor, part of an abandoned environment setting done in substance designer for practice. Learning my way around substance designer while I was doing…