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)
The inside of their box would be lights/filters/cameras and likely taking a ton of pics with different combinations. I'd reckon the bigger part of the magic is in how they're processing the resulting images to extract into PBR images.
[ QUOTE ] "Heineken? Fuck that shit! Pabst Blue Ribbon!" [/ QUOTE ] Word. I'll take a PBR or a Hamm's over that skunky beer anytime. I'd actually rather not drink a beer than drink a Heineken.
You can create any type of map, PBR and old-school system. Check out the substance thread here to see some examples of materials created using only substance.
If using pbr metal/rough I don't think this is really all that necessary anymore. Old school texturing involved a lot of baked map compositing, overlaying, etc, and was a skill in itself.