The block out looks pretty good to me :D great choice for a portfolio piece I think. PBR is pretty awesome! Are you going to try Substance for the materials?
Progress on the texturing, using the PBR to practice/learn it to use it for next projects. The flat wall is almost done, need some last tweak. For the other one it's just the beginning.
In spite of its name; it's not absolute. The gradient should also be visible with a cutout map. If what othyz above says doesn't work, have you tried other materials like the PBR materials?
Testing the Stingray PBS material in Maya to add PBR textures for Painter, using it on the apple, torch & arrows, only wish it could use packed textures. Working on the base in zbrush
The per-pixel bitangent regeneration happens with Unreal. That's why you need to tick the "Compute Per-Pixel Bitangent" option in the Mikk plugin settings for xNormal. When it comes to baking, it's already been regenerated per-vertex because that's what Mikk does for normal maps (via cross product of the normal and…
Hello, I'm Roman Shimbarev, stylized 3D artist and animator with 4 years of experience. I'm looking for full-time, part-time work or commisions. If you are interested, my portfolio is: https://www.artstation.com/shimbarev_rmn. You can contact me: Discrod: shimbarev_rmn#4415 Gmail: rshimbarev@gmail.com…
Hi, I am working on Game-ready assets focusing around realistic texturing and hard surface modeling. 1 x 2k texture set with PBR metallic/roughness workflow. All images are rendered in Marmoset Toolbag. https://www.artstation.com/vikaskmodel
100% PBR. I didn't model this, so I'm just looking for advice on the textures. Any suggestions to improve are greatly appreciated! Model by: J_Son https://sketchfab.com/3d-models/shield-36bb8d9a85d148e6b3cfd3550aca8569