if this is realistic pbr then you probably dont want much ao in your textures, just a little is ok or use it where possible to make masks eg dirt or wear or water damage etc. If you want it to look stylised and have strong ao everywhere then thats an art direction choice you can make too.
On a slightly related note, if you plan on using Unity 5 or are using it already you should cast your vote on Specular vs Metallic PBR workflow here: http://forum.unity3d.com/threads/official-specular-vs-metallic-workflow.274612/ As a Substance Painter/Designer user I feel strong about using "Metallic". Thomas
I'm a bit biased when it comes to subject, but this is not true. They've already talked about this in their presentations. Graphics will take a hit but PS4 can still output modern effects. PBR for example, doesn't go away with VR. The texture and lighting quality are also still strong. These are screenshots from some demos…
Getting more texture work done. For the next model I work on I will definitely learn substance painter for any PBR texturing. Working on these maps in default photoshop is very challenging and time consuming. One more day to polish out materials and textures as best I can, then I'l model a base and pose him.
Sound like most of details have to be in the geometry itself also you can bake AO and multiply to diffuse old gen magic Why dont you ask them about the normal map ? Do they want PBR or what other limitation do you have -> is there polygon limit , is it for real time or just offline renders ?
I had to take a while to update this because I was learning the idea behind PBR, but I think I finally got it. Here's a test of the ground, I'll of course spruce it up, but I think I finally got an idea for good workflow to start creating this environment: Going to start pumping out assets now!
like everyone I love this, even though its another sci-fi coridor. I love what PBR brought to the table. so much easier to do non gritty stuff and still show forms in a good way, you can actually keep a texture clean without making it look unfinished. this is a great example of it.
I would personally prefer just to have a standard 3d max material where energy conservation , highlight color, shape and intensity , highlight anisotropy , environment reflection and Fresnel curve etc. are all up to you. But for some weird reason everybody think both PBR approaches an easy thing for an artist and a kind of…
More than anything, work on your material definition. The textures aren't very convincing. Study all you can as you progress about materials, textures, PBR, etc. One big lesson to learn is the importance of the roughness/glossiness map. That's the real difference maker that a lot of people don't take advantage of to the…
PBR isn't a hard rule set, just pick something that looks close. An overcast photo will be the closest you can get, but honestly don't get too hung up on it. Play around with it, use solid colors and see what feels right, you can always come back and noodle it later on.