I meant that in many cases you might have a hard edge in between metal and non metal parts. It could be the same pbr shader but you have to split UV islands along hard edges anyway. And if you don't want to do it for some reason the real time engine would split it nevertheless .
4% linear is the reflectivity value of most insulators (non-metals). in sRGB that would be #383838 or 56, 56, 56. Whether your engine loads the texture as linear or gamma space (sRGB) is generally up to you. So use the appropriate value. This tutorial may help: https://www.marmoset.co/posts/pbr-texture-conversion/
I'll have to give it a try, I used Unreal a lot more back when it was free (UDK) then the subs kicked in making me second guess whether I really wanted to update or not. Also is this an attempt to pre-empt the Unity 5 announcement at GDC? They have stated PBR functionality is available for Unity free.
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I will need to get back to you on the Ddo Legacy part, i should have an answer for you in the next days. Of course my suggestion is to use 1.8 rather than legacy, since there are tremendous improvements in the newer version. One of them being pbr support. But i will definitely get you your answer !
It's been a while since I used it but specular acts more like an IOR for non-metals. It increases or decreases the ability to reflect light. It can also act as a cavity map oddly enough. But more or less, it's just an extra lighting tweak. The Roughness channel is where all the PBR magic happens and is the most accurate.
I joined this challenge super late, so I'm just doing this character's head low poly and hand painted. I usually just do PBR, but this is actually turning out to be pretty fun! I edited the normals, so after texturing I'll take it to unity and see how it looks with shaders and lighting.
Hey Domslice, nice to meet you, and likewise it's good to see another VFS alumni. Yes, the ship is going to be mid-res game ready geo and the texturing is going to be toon stylized PBR. The end goal is to acheive something like this: https://sketchfab.com/models/9ae1ab75f5a64d16b11371913fc932e9 Lots of floating geo decals…
Practicalities aside.....It's just too sad to give up on developing your skills and mind yourself and farm it all out to AI. If I did that, it would be like saying I'm incapable of growing myself, that there's no point striving to be better or more capable or more knowledgeable. It's just too sad. If you - general "you",…
The goal is generally to use the minimum number of materials. The majority of surfaces can be represented with a standard pbr type material. If you have something transparent, hairy or weird in another way it will need to be separated off into a separate material. This is a rule of thumb, your project requirements may well…