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:)
Textures/Materials and fur are done. I think the fur cards are working much better but feel free to give any input, also tried not to push the PBR too hard since it's stylized. Just need to pose it and I think that'll be a wrap on this one.
Definitely has a Crysis 2 ( perhaps new advancement of the PBR version of Darksiders 2? ) vibe that is as cool as the stylized excess of the originals. Are the original Vigil team ( Like Gunfire/Crytek usa's David Adams influence perhaps explaining the Cryengine look? ) involved in part?
Gloss = inverted roughness (you cause use the same texture with the x-1 node). Specular isn't PBR, don't use it. Instead of specular you should use the metalness workflow. Just make a texture where black = non metals, and white = metals.
This is so beautiful, I want to play it now! :) Some more in-engine footage would be nice. I found it really impressive what you where able to achieve still using Unity 4. Do you use some custom PBR shaders?
i would do it the other way around... use the texture export feature and reload the texture in the target viewport.... or use the IPR renderer for preview.... [ame] http://www.youtube.com/watch?v=nISkrd0I0GY[/ame] i agree a prpber PBR viewport would be better...
Unfortunately, it's been couple of years since I worked in Unreal (It was still UDK, just before UE4). I take it this is too dated? Is this the prefered presentation? Everything here is my work. All my recent stuff is PBR shader focused, but it is high rez.
@Lilith Thanks a lot for those motivating words. On the both picture, the lighting stayed the same, since it's basically just color, all the lights get absorbed. So, in the end I'm going to use pbr, but I'm a noob in that, so I'll have a lot of fun.