I suspect this is because Metalness-roughness is a different workflow than Specular-glossiness. @EarthQuake has a great resource here about how to understand the two, and even how to switch between them. https://marmoset.co/posts/pbr-texture-conversion/ Are you using spec-gloss Substances?
you need less total texture channels to get the same information if you use metallic/roughness - even if you add a specific dielectric reflectance/specular occlusion map you need 10 for spec/gloss you need 8 for standard metal/rough or 9 if you add a specular reflectance map
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Hi! I'm working on game for a friend and the engine is still fairly early in development. He only just added support for a lot of 3D pipeline stuff in the last couple weeks. The most recent thing we got working was baked lighting. Anyways, I'm not new to working on games but I am new to doing environments and my role is to…
To be clear, the metalness workflow itself is not "PBR", its not mutually exclusive or inclusive to the concepts of physically based rendering. It is simply a method to pack textures inputs to save on memory, while providing a fail safe for implausible materials. Yes, working with the metalness workflow has certain…
A. Not really, you might have scratches that need to go across seams flawlessly and doing that in photoshop is a pain in the ass. Plus its easier to visualize on the 3D model where the wear and scratches will need to be. B. It's really not that hard. Planar maps or auto unwraps based on smoothing or angle will cover about…
What this guy said! Well pretty much, I think there is a lot of visual noise from the ZB noise generator, which is masking a lot of the hard work you have put into the sculpts. I would tone this down in the Normal and let the diffuse and spec pop them details. The gif is a great interpretation of how the moss should form…
Second this, furthermore I'd avoid those random colors for illumination. Use one color, two at max, and make sure they work together. A lot of your shapes in your model are very sloppy looking and don't read well. For example look at the holes all around the model. You material is probably not helping this at all. I would…
daphz: Thanks and sure man dii: Thanks JacqueChoi: Thanks, yea he is so awesome! I'll fix those arms nyx702: Thanks, here ya go deolol: Thanks, yes I do model the base clothing in a 3d program. uncle: Here ya go, Now where's my kingdom. I demand FEALTY!! Hazardous: Thanks man jfeez: Thanks praetor187: Thanks, Uh I don't…
Pardon me for actually writing a serious response, but it really irks me whenever someone talks about normal maps and recent game tech, as if it is the cause for bland games. Its really a ridiculous train of thought. Most games with bland art have normals/spec/ect? Not going to argue. Most games in general have…