Hey folks. I decided to make a cracked concrete with some mud inside the cracks to push my PBR skills. Hopefully you can give me some crits. I rendered the texture in few different environments. Here it is:
Hello PC! Currently working on learning PBR texturing through the Quixel Suite and Toolbag 3. This thread is to keep a record of my progress on projects and for any C&C along the way. Thanks for checking it out. Critiques welcomed! Currently working on:
PBR textures, all high poly models and most low poly models (1 low poly model made by Michał Orkisz) created by Rafał Urbański. (brainchild.pl) Created in Blender, rendered and textured in substance painter.
I want to utilize PBR within Unity for a project. However, the environment would be totally without any sun and or natural values. It would be 0 ambient-type values. How would I go about this?
it was a PBR shader for 3DS Max but I didn't take advantage of any of the PBR features (other than correcting some texture values) so it was used more like a plain ol IBL renderer
Good to see more people using PBR pipelines, sounds like everybody and their dog is on the PBR bandwagon for nextgen titles (or so rumour has it). About time we started doing things properly!
Ok good. Couldn't really tell from your posts. Keep it up then! Also take a look at these: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
With the environmental artist, with the texturing does this include knowledge of PBR and traditional texturing, or just texturing as a whole, because i'm still yet to understand PBR workflow, none of it makes any sense to me at all.