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…
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
Hello Everyone I'm modeling the Doomhammer for some practice in PBR materials I plan to try to make it looks as life like as possible I am just in the begginning modeling stages at the moment the next step is to take it into zbrush WIP shots
I made a Sci-fi prop using PBR (Quixel SUITE). At that time, I really enjoyed the 3D work. Please give me any comments or any suggestions. Thank you for watching my work! Concept Design
I've been working on some stylized PBR versions of Black Panther characters as a personal project. Here are the block-outs of two of them, with a bit of color added. Any comments/suggestions are much appreciated!
Latest: Hello, probably a bit too late to the party but this is worth a try to get to know this PBR thing everyone is talking about. Some of you seem to have almost finished =P Here is what i will go for concepting...
Hi everybody! I am a 3D Character Artist and currently available for freelance work. I am experienced in 3D modeling, texturing (PBR) and rigging for game projects. Please send me a PM for your request. Thanks!