Hi! I'm making a dragon character and I was wondering how you would go about doing a beetle carapace look for the scales in PBR? The techniques I've seen so far is faking the effect in handpainted reflection maps, but I was wondering if there was a workflow for using a shader in UE4. Examples:
Hi Polycount This is my first asset where I have gone from a Highpoly to a textured finished asset. This is also my first piece of work using a PBR workflow for Texturing. C&C appreciated Maps in order of left to right : Metalness, Gloss, Normal, Ao, Albedo
Hey Polycount ! I've been looking at the ''stylized PBR dagger'' stevston89 done for learning purposes and i decide that it would be a great texture exercise for me to make my one ''stylized dagger''. I decide to go with this concept Here is a WIP zbrush C&C are more than welcome!
I'm starting a new character I don't know if I'm gonna bake the AO and use it for a diffuse only model with mobile specs or go for PBR and 15k poly in marmoset Anyway, here it is, the cloth and legs will be changed, I also need to add asymmetry and more details (maybe rings in the ear or whatever)
Hi everyone, my name is Nikolai Haidl and I'm a 3d generalist looking for freelance work. I can provide following services: - 3D Asset Creation - UVing - Texturing: Realistic/Stylized/Handpainted - PBR Materials and Textures Portfolio: https://nikolator.artstation.com/ Contact: nikolai.haidl@gmail.com
Thanks for the reply - I didn't even think about PBR (obviously I've been away from 3D for too long already!) and haven't really done that kinda thing before so would have to have a good read before attempting. Great idea!
How does it handle nodes like VrayEdgetex, VrayDirt, VrayCurvature, etc.? Curious about conversions to Physical Material in particular, since we're interested in converting complex V-Ray materials to the glTF pipeline. https://doc.babylonjs.com/resources/3dsmax_to_gltf#conversion-standard-to-pbr-materials
Thank you! I'm not 100% sure how I will texture it yet, first I'm going to finish the exterior and create the interior. For texturing I'm going to look into PBR, texturing is not my strongest point so I'm going to use this project as a texturing practice as well.
I've moved this guy over to UE4 and am putting the finishing touches to it now. Also working through the asset breakdowns. Here's an image of where I'm at. PBR materials and a deferred renderer have helped a great deal. "removed old images" The rock Zbrush Sculpts
Thanks! For Bridge im using Paragon workflow with layer materials For wagon I want to try classic PBR atlas https://www.youtube.com/watch?v=nVes6OUyzdw&feature=emb_logo https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/LayeredMaterials/index.html