Thank you for taking the time @Noren You have a fair point there! The textures are based on a groom bake and are PBR-based / handpainted, so I can conclude that my texturing work still needs some refining, additionally a clear artstyle goal. Best regards!
They're kitted out with some of the best graphics programmers right now, Eric Heitz, Sébastien Lagarde (responsible for bringing DICE's Frostbite engine up to PBR). I'm excited for the future of Unity personally, I might play with the Scriptable Render Pipeline some time.
Thanks! @Soldier63 The most important thing is to find some good base textures. Then I set up some really basic PBR shaders for most of the materials and SSS shaders for the blanket, lamp shade, and the flowers. Here's some breakdowns, hope you'll enjoy them!
The material looks nice, I can see it's hand-made (or I'm just blind). It is pretty "wet". It's spot-on if you are going for the wet look, but if not, I would turn up that roughness (if you are working in PBR). So fare everything else looks good. Cheers!
I love this. It's great to see somebody do interesting stuff with shaders outside the standard-issue PBR-everything It would be cool if the patterns on the sky-whale had a similar emissive/scrolling thing going on as the psychedelic trees. The rocks looking like speakers is very nice.
Thanks man this helps a lot do you also know if I can view my opacity in painter with using the specular workflow I know they have a shader for it with the metal workflow. The only one I see for specular is non pbr spec gloss shader.
This is my attempt to model a PBR game asset from this image: Below are screenshots of the process, first I modeled a subd mesh, imported into 3d-coat to sculpt the details, retopo'd and baked the normal map then applied surfacing in adobe substance. Any suggestions? I see some weirdness on the center corners, not sure if…
A #Medieval Style Oat Covered Stone Baked #Bread made for Get Dead Entertainment made with #ZBrush #Maya and #substancepainter Get the #3dmodel at https://bit.ly/2ZWLy4I #3d #3dart #3dartist #3dmodelling #gameart #lowpoly #environmentart #prop #gameartist #gameassets #unreal #realistic #pbr #pbrtexture #fantasy #unity
Looking for an environment artist specialized in stylized PBR. Either hand-drawn or procedurally generated assets. Must have experience making modular tiles/pieces, trimsheets, etc. Experience laying things out in Unity3D a plus. Example of concept art you'll be working off of: Please email earthromancer@gmail.com with…
It's not a massive leap to derive diffuse/specular/roughness values etc. - I saw an ML paper a couple of years ago that was able to derive pbr valid materials from photos etc. so it's just a case of refocusing that effort. I think this sort of thing is going to hit outsource providers and those working on shovelware first…