Personal work. It's my first 3D-concept of the battle mech. I like big badass walking robots) Original images made in 10K resolution) Modeled in Maya, textured with Mari (in pbr pipeline), rendered in V-Ray.
Here is a listing of all the additional long-running Substance threads : * Substance Designer - Release Notes * Substance Painter - Release Notes * 3DS max to Substance Painter * Learning resources * Substance Maya Toolset * PBR converter to Corona/Redshift/Arnold
Hey guys, hope everyone is doing well. Trying to figure out a way to create a PBR plaster wall, or a painted wall material. Having trouble coming up with anything close. Would appreciate any help :) Kibbles
Hello all, So having spent a bit of time teaching myself Substance Designer, here's my first PBR tiling texture that isn't just a straight up repo from a tutorial. Any thoughts or comments are very welcome. thanks
Hey all. Doing a combo of modeling improvement and PBR learning. So far just the high poly is done. Let me know what ya'll think! Concept by: zhang pengzhen (check out his spectacular stuff here)
Working on this, practicing PBR a bit more. Trying to figure out how to make the yellow bits more interesting. Still working on the handle, and really, all of it. But it's coming along. And without the lights on:
Keep your dark tones above a value of 30 for each RGB channel and you are fine. An easy way to check and correct this is to use the PBR safe color node in Substance Designer.
Possibly a start? http://polycount.com/discussion/136974/pbr-damascus-steel I seem to remember more in-depth conversations about damascus steel on the forums, but couldn't find them for now.
I blocked in the ride. this is fairly what the model will look like except the details & colors which will come in later. The main moto is it try PBR & quixel next up character inputs