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
Hello, This is Manoj here. I am in need of 5-10 realistic character and creature design. The requirement is. * Realistic PBR 3D Model. * Lowpoly retopology under 1500 - 2000. * Realistic Texture. NDA is to be signed for this requirement.
just like the title says, when working with a base color (for a metalness workflow, when right clicking and adjusting the PBR to something preset, there are no colors set for the basecolor. Such as metals are by default set to white in the base color.
Hello Polycounters! I'm looking for some lighting critiques on a scene I'm working on for an arch viz project. I've hit a bit of a wall, lighting-wise. Any suggestions are welcome. (FYI, we are using a custom PBR engine)
I know PBR texturing in photoshop, but there's a job position which requires artists to also have skills to create photorealistic textures in photoshop. Can someone please tell me what are those skills I should practice ?
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!
Hey, welcome to Polycount! How exactly was the normal map created? Was it baked from geometry, or converted from a bitmap? What software was used to make it? This looks like a tangent-space normal map, not an object-space map, so I would disregard any preview using object space. Looks like you are viewing this inside…
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.