Hi everyone, Here is my latest personal art project; a stylised PBR Nordic axe! Base meshes and retopo done in Maya, sculpted in Zbrush, textured in Substance Painter and rendered in Marmoset Toolbag 3. 2048 x 2048 textures, 4.5k tris. Based on the concept by Andrey Astahov. Hope you like it! :smile: > Check out my…
Hey guys, first time I was trying to understand metalness PBR workflow. As said on marmoset toolbag website , "The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content" however when I apply albedo to my model in Toolbag2, the speculars doesnt change at all while…
Didn't realize that (or test non-metalness PBR enough to notice). Hopefully they address that issue or add a (legacy) tag, or even better, a real specular workflow for PBR.
Found out a few days ago that Sketchfab now supports PBR. So I uploaded my helmet so that people can view it in 3D Space. I still think it looks better in Unreal, but I think Sketchfab did a really good job at incorporating PBR :) [SKETCHFAB]76dc3f0783a8464f841112364dad7bfd[/SKETCHFAB]
Hello all, This is my first finished 3d scene for real-time purposes. I used Maya to model the low-poly and high-poly meshes and did the bakes and textures in Substance Painter. This is my first Substance project and I am new to the PBR process altogether. Comments and critiques are more than welcome. Thanks, M. model
I converted my "not so old" Chivalry Medieval Warfare weapons to PBR metalness workflow. For the conversion I used Krita and the layered psd files I originally created. Was pretty easy, the tweaking takes a bit of time. Textures are 1024x2048 for the swords and 2048x2048 for the axe. Marmoset Viewer and some more images…
This weekend I decided to have some fun with sketchfab and its PBR, so I decided to close my eyes, spin on my chair couple of times and model the first item I manage to grab. So it was a flashgrenade... obviously- it was inactive. ;) [sketchfab]2873323807354cc29fdb7cf5c35ae639[/sketchfab] P1A6 Czech Flashbang Grenade by…
modelHello guys, I'm researching a bit more the metalness workflow for PBR. I'm working on a model of my barber razor! I would love to hear any comments or critiques from you guys!! I found quite difficult to make the the proper bake of the normal map, and still, I had to tweak manually the sharp edge. Thanks a lot :) !…
After long decision making I finally decided on my next environment piece for my portfolio. http://viktorart.com/ I want to get better in substance designer so in this project SD will be the main tool that I'll be working with, for my PBR textures. I also created this wood tile texture entirely in SD. This is my first SD…
Hello ! I am looking for freelance/outsourcing work, I have a very good grasp of modelling and texturing for hardsurface assets, both for next-gen PBR workflows or mobile. I might also be interested to relocate if the right opportunity arises. Portfolio: www.robertdeleanu.com Contact: justgountil [at] gmail.com