An art test I completed for Synergy Blue. Art test was succesful. Had 30,000 triangles to work with. 2048 textures, Legacy shader (Non-PBR) Completed this in six days, was given 2 weeks.
Also reaction from a staff member on substance forum where I posted the same question: "You can use the Export Preset named "PBR SpecGloss from MetalRough" to do exactly that."
Do I understand it right that viewport is now PBR? This would be huge for me. Anyways, seems like a strong release but curve tools still lack. I hope they will improve in the next release.
I don't know of anyone in the company who uses Keyshot, unfortunately. The best advice I'd have here would be to export as the default Specular PBR and try loading those textures into Keyshot.
PBR assets ("realistic" or "stylized") can very well be textured completely in Photoshop, without touching a single bit of Substance or Quixel. They don't have to be. But they can be. And in some cases it's faster, in others it's slower.
Finally got some time to start texturing the plant. Here's a nice WIPpy update :D . Still learning PBR, so values aren't all correct and are pretty messy
I can't believe how good this thing runs/looks, isn't fox engine PBR as well? I wonder what the future of the engine will be now in light of Konami's restructuring.
modelHere's a model i recently finished. There's a PBR ver. and a single diff texture ver. They're both free to download and use, hope somebody finds a use for them :) model