Hi there. I'm 3D artist and looking for paid work. I can do sculpting and modeling: Characters, Animals, Props, Weapons, Clothes, Can do some design in 3D. Texture baking and PBR texturing for games. My ArtStation Please contact me via email: GameGeek174@gmail.com
Hi, my name is Laurentiu and I'm currently looking for work opportunities. I specialize in character and environment creation working from sculpt to UVs and texturing. I am familiar with PBR standarts and also worked for a couple of projects that used Unity and UE4. My…
BARBARIAN KING (wip) Barbarian King Hello guys! I'm doing a new personal project based on an amazing concept by Younghun Byun. My final goal will be a PBR character ready for game Now I'll move to 3d coat for doing the retopology Hope guys you like it 😊 C&C are welcome :)
I know Arnold has the bake to texture function but i'm wondering if it's possible to bake in different passes like specular, ambient light, direct light, diffuse, so I can composite in PS later. I'm used to that in Turtle renderer but Turtle can't bake PBR materials. Any clues? Thanks!
Hey Guys! Over the weekend I decided to brush up on PBR and create some shaders from reference!I tried not to be too generic with it and add a little visual interest at least :P All of these textures are tileable too! Looking back there's things I would've done differently, but I'm sure this is the first of many. Cheers…
Hey, I´m currently working on another stylized PBR female character for an UE4 game project. She is going to be a Supernatural Huntress and I created the Base (without equipment, equipment will follow later ... it will be skill dependent). Any feedback is highly appreciated. Will keep you updated on this thread till the…
I had similar PBR setup of metal material in SD an Marmoset. But Marmoset reflections does not looks as good as SD. I think the problem is in Toolbags reflections implementations. Just look how it shine and changes in Substance(left) and how it is sticks to the surface in Marmoset(right). Or maybe i missed something?
I suspect this is because Metalness-roughness is a different workflow than Specular-glossiness. @EarthQuake has a great resource here about how to understand the two, and even how to switch between them. https://marmoset.co/posts/pbr-texture-conversion/ Are you using spec-gloss Substances?
First iteration of textures. The metal should probably be darker. Although, if I do, I often end up having 2 different style. One for metals, one for stone. I have trouble combining these in stylized PBR, I feel :) Feel free to drop any comments :)
Btw I am trying to reproduce now the materials I have done in pbr quixel into external program , but they do not correspond , is there a way to extract the textures and masks used by quixel ? I can't find them in the forlders and I dunno where they are , and eventually how to add new ones.