I would like to see a wave of games going with a stylized PBR approach, like this. My only one, weird nit-picky thing is I think the circle shapes on the blade make it look a bit like swiss cheese or something. Perhaps scale the circles down / reduce their normal map intensity? Cool dagger!
So I decided to release this for learning purposes. Seems some people have trouble understanding PBR so I hope this will help out a bit. Just one thing to note the gloss, AO, and cavity are all in one texture. Here is a breakdown of the channels: Gloss = Red channel AO = Green channel Cavity = Blue channel It includes the…
Hope you don't mind bumping with a question.. If you were to use this asset in U4, what exactly would you need to do texture wise? I haven't used PBR extensively yet, but I'm guessing that you would need to overlay the spec over the albedo and use that as a diffuse? Spec information is taken from the diffuse for metal…