hello evryone.i made a 3d cannon and tested model with pbr maps in ue4 and it was fine.now whenever i import my textures in sketch fab its shows some transparent material.i import a 3d tv before that and everything was fine .
I've recently started using Substance Designer and I'm finally applying the PBR reseach I've done over the past year. I made a tiled floor. The first of many materials I plan to make :) Any comments and critiques are welcome :) model
I seem to post my work in a number of places like tumblr, behance and facebook so I thought I would give this a try! First image of my sketchbook!! A project I am working on at the moment, experimenting with PBR and substance painter.
hey, i've been playing fallout new vegas again progress so far with base mesh, 4096 and PBR i don't really have concept i'm following, i'm just gonna keep adding things as i go.
I re uvmapped my textures and the seams are gone now. Can you tell me what PBR materials can i use for a car? I currently have some metal and roughness on the car.
Modeled in 3DS Max, UV - here and there, Blender and 3DS Max, then smoothed high-poly in ZBrush, and baked normals in 3DS Max. And added more normals in photoshop, after that created PBR materials in Substance Painter.
ShaderFX should do everything you want. In Max 2016 there's a new ShaderFX preset for Stingray PBR(be new Autodesk game engine), and Max 2015 ShaderFX has a Dota2 Surface shader preset as well.
Cost is relative, if you have 150k tri model with simple vertex-colour only shader it's obviously going to be cheaper to draw than if you're using high-end PBR stuff with super highres textures...
Here a quick texture test, just trying to ge the base pbr values down. Anyone mind help point out my mistakes. The the long i work on it the hard it gets to spot my errors.
Can't say I have heard of PBR, and I have a strange feeling that texture mapping is something I need to learn more about. Do you have any videos to get me started?