Jump straight to PBR, It can be a lot quicker to make a material look "right" when you know the exact values in PBR. Since you are just applying for a school, by the time you graduate in a few years there will be much more PBR games out. It's better the be ahead of the curve. PBR can work great for stylized or mobile games.
Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
if you don't mind a suggestion, I think that first image (cat on left) which has flatter colors might be better than PBR and semi realism just because it will look more artistic and avoid that plastic toy look that PBR always has (unless it's like top end realism). it would probably be faster to make the models too and…
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…
I think handpainted has much less of a place in PBR. I'd go so far as to say conventional 'handpainted' is pretty much the antithesis of what PBR is trying to achieve. But if a developer wanted to drop PBR/next-gen lighting/post-processing, and just go with handpainted, I'm sure nothing is stopping them.
I believe in the technical talk forums there was a thread started about PBR in general. Lots of good info in there to migrate over to the official PBR thread we start. Here's the link