@Xoliul - Thanks for sharing :) I fixed some confusion. I guess I was reading it so much and since I wrote it, I understood what which part was referring to. As for the specular values from Marmoset, I'm shocked that they are considered old! Thought it was pretty up-to-date. Starting to wonder if I should put off adding…
So I don't have time to do a tutorial, but here is a little write up about my process: So the very first thing I will do even before baking is I bring my High Poly into Marmoset and I prototype my materials. There are a couple of reasons for this. First it allows me to see what the final product might look like and…
@Eric - Thanks!! That's neat and will be a good read :) I'll reference those if that's okay. @almighty_gir - Thanks for reading it so in-depthly! I knew the metal absorbing light sounded a little funny but it looked like it was from a reliable source haha. Grain of salt. I altered it to reflect the true nature of metal.…
Metalness seems a weird name for the axis given how metalness maps work here. "Metalness" isn't a physical property, it's a form of optimisation based on IOR ranges and using albedo maps for metal data rather than a separate IOR colour map. It'd make more sense to have IOR or perpendicular reflectivity, vs roughness.…
Hey all, Here's a little snippet of myself. I've been a long time lerker of polycount and only recently started posting work. An aspiring 3D artist :) I've started to learn about PBR/PBT as it is the new way of rendering/texturing true-to-life materials. I've seen a lot of different sources for this new method but haven't…
What it looks like in the engine is the most important bit. If you're previewing in say, Marmoset Toolbag, but the final engine is Unreal 4, you want to make sure that for all of your textures, you're using the same color space. In TB2, you can click on the per-texture options button and enable or disable sRGB. sRGB on…