Definetely. The problem for me is that i have a huge library of materials ( 1k ) in Painter and transferring all of them into another software manually is a pain. Right now if i want to have the materials inside the new Mixer or Armor Paint i must use Substance Player---> load the sbsar--> export the textures---> load…
sweet technique thanks! gonna look out for this in the future gumroad/udemy @maydream3d you can apply the same technique when you want to pop out edges and shadows when you do stylized handpainting for pbr you can use the technique when your editing your gloss/roughness map or even painting in micro-occlusion into the…
I'm testing out some pbr texturing, and I'm trying to make a very simple reflective gold on the legs, and I'm following this: When I do the exact same color scheme in my maps, I get a black material, and not at all a reflective gold. What gives? Here's my maps: Albedo: Roughness / Microsurface: Metalness / Reflectivity:…
Something I really like to do is take items from cartoons or animes, basically anything that isn't a real object and try to make it real. This time I got sucked into Sword Art Online and thought I'd try my hand at recreating a couple of the swords. This is also the first time I have worked with the PBR workflow. The…
Awesome lookdev (...also nice that the author sought too include his daughter as the creature's voice over), anyway an undeniable degree of work gone into 'Eevee' aligning the engine alongside current PBR proprietary solutions so far, though you'd may want to think about upgrading your system if like me at this point isn't…
You'd have to import the texture and its associated PBR textures as a custom material, then create a smart material preset from the final look you want. I don't see why you couldn't pull it off in a single smart material unless you needed to mask out every color because the differently colored fibers are drastically…
Your baking choices depend on which game engine you are ultimately ending in. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Also that image example looks like it is using lighting to create those highlights... so normal maps and pbr maps are needed instead of highlights painted into the color map. You can…
Wouldn't it be sweet if Zbrush5 had... 1. realtime PBR shading for polypainting. 2. Subtool folders and better layer system 3. Better explicit control over zremesher! 4. 64 bit plz! 5. Almighty Gir's suggesiton of importing .FBX files, keeping your material presets as subtools, and your uv islands as polygroups is awesome.…
Last night I decided to revisit this asset and do a PBR pass with some of the new methods I've learned. So here is what I have now, I'd love to hear what you guys think. I am using 2 versions on my site, one is modified in post in photoshop, and the other is an unmodified version (screengrab from marmoset 2).
Woa thank you so much for this video! I'm learning Quixel and loving Geralt so this is great :) May I ask, what are your PC specs? My PC is only one year old, self built, but has trouble with Quixel. (Re)loading a PBR material on a full body takes 1-2 full minutes every time.