I recently learned Substance Painter and PBR workflow. These are the props I made using Substance Painter. Final renders are in Marmoset Toolbag 3. Thanks for checking out my work! :) Wireframe on flat render Wireframe on flat render
Hey guys here is one of my first PBR models and before I move on making more I'd like some serious critiques. I used 3DS, Zbrush, Substance and Marmoset. The concept for the sword came from Prosomogy
Found the guide: https://docs.unity3d.com/2017.4/Documentation/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf and fixed the link for it on our Wiki page: http://wiki.polycount.com/wiki/PBR
Okay so I'm pretty new to modelling and I wanted to experiment with high to low baking and PBR material workflows. I'm passionate about Japanese culture so I thought a simple katana would be good practice. Here is what I have so far. This is the unfinished high poly in Marmoset without any texturing or unwrapping. Let me…
I'm trying to make a pbr damascus steel material, but I'm a little stuck. Something about it doesn't look quite right and I don't have a sample nearby to reference. Anyone have any ideas on what I can improve? It's rendered in UE4 with a diffuse(only 2 colors), normal and roughness maps, and metallic set to 1. Thanks.
Hello guys. This is me trying to understand PBR. Can you give me some practical advice about this sword please? I mean I dont like it and I cant understand what I need to change. So please guys. Thank you in advance :)
Does anyone have examples of a PBR object or scene with and without a GI environment I could point some people to? I can't find the right terminology for Google.
Just started working on this. Seems like guns are a good place to start working with PBR. just started modeling it today, so far what i got, nothing really. i'm a little further now, the trigger is down now as well. will upload more tomorrow, time for bed.
I am using the PBR method, using the Standard shader within Unity. Within my Albedo tga textures Alpha channel I defined where I want the transparency to be. So within unity I am using the Standard shader. What Rendering mode should I use to get this transparency to work. I tried transparency but that made my entire model…
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