Haven't had much time lately, but w/e here's an update. Still a ton of work to be done. Planning to learn proper PBR with this, and going the stylized route i guess somewhat similar to KH3 but with Akiras style.
Yeah, for this one I'm taking a World of Warcraft style approach. I've not done any PBR yet, I'm still very new to 3D modelling, it looks great though, I'll be sure to give it a go in the future :)
The edge wear is absolutely amazing! It really gives the tank that cold metal feel. It also really shows the power of a PBR texture set up. Do you have any tips on adding edge wear like that?
Looking cool! I'd say add breakdowns and workflows. I'm not sure if your work is PBR, or what your wireframes look like, or what your UV mapping looks like. Include these in all your projects.
Here's how you get something that starts to look realistic Good model and UVs Textures that follow PBR guidelines Using a render/engine that does realism well Using the lighting correctly Some post processing
Wow, seeing this makes me want to know more about shading in UE4 and PBR in general. That thing about the normal and height map is very interesting. Could you point to some nice resources on UE4 shading?
i just assume c4d uses a specular/glossiness workflow, so you will have to convert your maps from metalness/roughness to that here is some info on that topic http://www.marmoset.co/toolbag/learn/pbr-conversion
Also. If it would make your art look better what's the problem with tweaking stuff? Pbr means it needs to look bland to adhere to real world? You're still making game assets. Trust your instinct.
Our PBR computation is identical, but the viewport system is different between Substance Painter and Substance Designer. The shadow feature is present only with Painter. To get a similar feature in Designer you have to switch to IRay instead of OpenGL.
@Fil85 You can switch the HLSL drop down to Interactive instead of ShaderFX. If you are using Max 2021, you can try the new PBR Material (that I helped implement) and OSL nodes.