It will not be baked in to those maps because PBR demands separate AO, but if you want AO you add it at any by choosing Add new map/Ambient occlusion. If you want to bake your AO in to the diffuse, just put it ontop and chose multiply in PS.
Thanks for your answers, @Lamont : True, but the engineers here have still no idea about were we put our feet >< and that's my dilemma. This is for a top quality project, all with PBR and in-house engine wich can be conpared to UE4 in term of rendering quality.
And calling her done! First PBR character in the books, hoping to create even better assets based off of what I learned here! First time using Substance painter and marmoset. Visit Artstation for more views! https://www.artstation.com/artwork/1rVdX
I took a look at the CustomLighting provided and have a few questions: Is the package you linked to also a PBR shader like in the blog? Seems similar effect. Instead of the flat colors, looks like the CustomLighting shader will translate sRGB textures as well?
Samnwck, You can't go wrong with Substance Painter, it's come a long way since beta. Watch these tutorials on youtube: https://www.youtube.com/playlist?list=PLB0wXHrWAmCyJEDZLLQvusBxDbskFmh9K Do yourself a favor and pick it up, it's awesome for game art and pbr texturing.
@Carabiner Thanks! I've made the values a bit lighter to be PBR correct <3 Here's a quick update on the progress i made on the bow. I decided to change the design after experimenting with different options and add some metal near the handle.
modeling wise - you are good. texture wise - you are getting there. But think a bit more about placement of scratches and what materials you are working with. Follow the PBR guides and don't add scratches in concave areas. Also: Sometimes less is more ;)
yeah I am not doing pbr just now, so its really way of adding a little extra to the diffuse as an overlay and for example the lighting I bake in at 75 sel illum is very subtle ie maybe 20 percent overlay
I'm a little curious about what exactly the benefit of using it would be. Especially with things like Marmoset and UE4 floating around, and even Maya having a PBR shader built in (not sure about Max though). Is there a specific reason for wanting to use it?
Marmoset has a good rundown of physical based shading with links for further reading. https://www.marmoset.co/toolbag/learn/pbr-theory Another good one is this collection of articles from Siggraph 2013 http://blog.selfshadow.com/publications/s2013-shading-course/