Do artists typically use scanned materials and/or photo-sourced texture libraries in the industry? Is this the case for both PBR and non-pbr workflows? Thank you. Handpainted - such as World of Warcraft, League of Legends PBR - such as Remember Me, Metal Gear Solid 5, Killzone: Shadows Fall Photosourced - textures used…
In the past with engines that did not use PBR, I'd usually use source photographs and chop up textures in Photoshop and overlay them on a baked AO. Then I'd run Crazybump to generate the normal and specular maps. However this technique doesn't really seem effective with the new material setup in Unreal 4. What is the…
Hey polys,I am looking to create a software related to PBR materials. My goal is to generate the standard PBR maps from a diffuse map within my software. Do you know any good tool/repo that offers an api for such tasks? I found this tool which seems like a good solution.Let me know if you have any alternatives. I plan to…
Hi, i am working on a mod for a game that uses old, non PBR shaders. Preamble: I'm making textures for my models in Substance Designer&Painter, using PBR workflow - simply becaue, i want to be future proof aka. i dont want redo everything in case i want to re-use them in a newer game engine. The main issue i have with this…
Don't use metallic workflow for nature then, it's mainly a shortcut for the sake of brevity and specular workflow is so much more fitting for for nature. PBR is a much bigger difference than you're selling it as. It's not so much your process that matters it's the rendering process that they work with and it allows you to…
If you want to create assets for newer games and engines (like Unreal Engine 4, CryEngine, Unity 5.0 or Unity with Skyshop), learn PBR. http://www.marmoset.co/toolbag/learn/pbr-practice https://www.marmoset.co/toolbag/learn/pbr-theory http://www.polycount.com/forum/showthread.php?t=136390
I’ve been doing game art for a while now, but it occurred to me, other than texturing in Substance Painter and Designer and making sure my blacks don’t go below 30 RGB and my whites don’t go above 240 RGB, I’m not sure what else I need to be doing to make sure I’m staying within PBR specs. For things like foliage, I’ll…
Already released the Demo (fully functional, but watermarked) version of my upcoming PBR textures generator tool! Try it today! https://marvizer.itch.io/pbr-textures-generator
A personal project to practice Normal map baking and PBR texturing in Substance Painter. Tips and feedback are appreciated! Screenshot 01: Screenshot 02: Textures: Albedo, Nomal, Metallic, Emissive Sketchfab: model