thank you so much guys for crits. i realized after i posted the character that it isn't done completely. again thank you guys, i'll be posting later or tomorrow, hopefully finished version. oh and monophobe, yeah it's pbr and marmoset.
@VonDoom Yes, you can preview your freshly baked maps in MT3's viewport with flat shading, which is a neat feature. And naturally you can put those maps to texture slots of the material to see how they behave with PBR as well.
Oh wow, I had no idea this was a repeat concept! Pretty interesting scrolling through that old thread and seeing some of the previous results. Should be interesting to see the differences now that we're working with PBR workflows. Thanks for pointing that out!
Steps done, mainly textured in Substance Painter. Fun times, Cant wait to get done with the rest (now that I have figured out how to use this beauty <3 ) This is textured and already retopologiced and UV'd with PBR 4k triangles.
so i reworked all the materials today to better fit with the pbr workflow since there were a lot of things that bugged me out and the updated marmoset viewer https://www.artstation.com/artwork/squirrel-rider feel free to critic and comment :)
3DMotive has a very good one that is still relevant today, it is for UDK though so when it comes to implementing the materials you'll have to adapt it for PBR. Edit: Also check the foliage section of the Polycount Wiki, it's full of useful info.
Marmoset all the way! :) wanted to make sure I knew both methods of pbr, so this is using spec/gloss and everything else I've been doing is Metal/Rough. can't get the logo to render but will put it on there for the final image
@Deathstick: Thanks alot man, I really want to get to the texturing and try my hand at PBR >:) Made the fingers much thicker and actually gave them some form. Just about through with the secondaries pass....now on to the tertiary!
Even if you're multiplying your AO for a non-PBR workflow, your AO should have padding too and shouldn't have a black background, unless you're only doing this while you work and plan to add padding later.
If that's truly the goal, then you need to fix the problems with your geometry and material. If the asset is set up properly, in a physically accurate PBR manner, then it will just work. Could also be your render settings are incorrect. Impossible to tell without an image.