Here is my rough concept: I want to practice PBR texturing and I'll try to use Substance Designer and Substance Painter only. I used SD before, but now I decided to try Painter too.
A more modern, more refined design of my Ninja Sloth 3D Concept. Designed and sculptet by me in Zbrush. Renders in Zbrush PBR. Textures in substance painter is on the agenda. Comments and feedback always welcome. https://www.artstation.com/hanska Cheers!
YUou know what it is? Maybe it's like the editing that would help make this FEEL less flat is technically artistic license that would make it technically NOT PBR realistic. Like baking in a little AO into an Albedo.
This is cool. I think to sell the pieces it would help to have closeups of a few of them, showing how much detail they have. What the texture sets are, what kind of PBR layers, wireframes, etc.
Small updates on the cliff. Exposed some parameters, made a better heightmap too. Now its polishing and after that, publishing :) . This one doesnt use a PBR shader, in order to show the tesselation. Same here.
Really cool results! Love the colour variation. It's a nice cross over between stylized and realistic. Have you tried these values for water and mud from the PBR theory document Marmo has up?
Using the metal workflow you will have artifacts between metal and non metal surfaces. You can give specular/gloss a try for a better transition. https://www.marmoset.co/posts/pbr-texture-conversion/
Also I had updated the Alice model for use of PBR. Here is a simple screen. And if you liked it here is crosspost thread for more: http://www.polycount.com/forum/showthread.php?t=139475&highlight=alice
more tweaks, went ahead and plonked it into CE3.5 to see what difference that makes, not done much personal work since starting my new job, anxiously awaiting the addition of PBR into CE3 Sandbox :)
Um, hand painted the wavy edge detail then add substance designer magic, pretty new to pbr so it's probably not all that accurate but I'm practicing (all unmarked nodes are blends lighten/darken)