Here are the textures. Due to the struggle I have been having with pbr I used unreals textures as a base to work from. The only one that I didn't modify heavily is the normal map. The rest were changed quite a bit. UV's Main Albedo Detail Normal
Oh, right, Ive only done conversion the other way around. Not sure if there's an automated way to do spec => metalness not involving making a metalness mask by hand. This tutorial covers how to do the conversion manually either way: https://www.marmoset.co/posts/pbr-texture-conversion/
still moving along, we had the baby and that has cut into the time i can work on this. still planning on finishing it. and definitaly getting closer learning pbr and the ue4 pipeline is fun. I've done a lot of work and rework learning new things. not a lot show because of that.
So here's something I still quite dont get. You cann see screenshots from painter and marmoset, with the same environment map, but the results qre quite different from what I have in painter. I guess it it related to the spec gloss/PBR conversion.
I would highly recommend picking up either Substance or Quixel. While it is totally possible to create PBR textures by hand in Photoshop it is pretty unefficient time-wise and knowing how to use either substance or quixel is expected most of the time if you want to work in a studio.
@Nosslak Thanks! That really helped bring my polycount down :) I've now just started of doing the texture work and looking into getting the materials to read well and to look nice. If you guys have any tips on PBR texturing guns it would be much appreciated :thumbup:
Turkey day was coming up so I had to do this 1 (still with all free software anim8tor sculptris and M2bag 3o day trial)I may try free Kerkythea (I have on my HDD next time (the very first PBR soft )
Got the morning to play with the textures in Substance Painter. Don't expect to see a nice pbr shader in csgo, but with render to texture i can fake something decent. I'll be gone for a couple of days. Hope i can wrap this up when i get back home :)
At first this project started a head sculpt a while ago, but I decided to make it into a bust. I decided to make a cowboy/cyborg from the future. I will take the opportunity to learn the PBR workflow with this character, since it has a good mix of materials. Here is the sculpt so far.
Awesome post. Love seeing those side by side buffers. Really helps to get a sense of what is going on. You guys from Remember Me have been releasing a lot of great info. If you guys havent checked out their articles on PBR, you should:)