Here's some work in progress shots of my throne room. I'm using Substance Designer and Unreal Engine 4 (PBR workflow). I decided to change the texture of the sphinxes in my concept painting so that it wouldn't take away from the throne itself. I'm working on changing the sky texture as it's just too flat for my liking.
You definitely have some very nice modeling going on, but there's something definitely off on your gold material. I'm not sure exactly what's off, but it's reading as very plasticity to me. If you haven't already, check out the PBR values that Quixel published, which include one for gold. It might also be a matter of the…
Scanline is fine. Mental Ray in 2012 is fine. (but unfortunately, neither of these help with baking down PBR) Vray in 2012, 2014 has this issue. Mental Ray in 2017 has this issue. I can't quite believe that Normal Maps cannot work properly in a simple RTT setup. Has anyone had similar issues? Thanks for helping Eric!
EarthQuake: Thanks! I know you're a judge and stuff but if you had some free time it would be AWESOME to see what you came up with just for fun. Would love to see it! Vrav: the models might be a little exaggerated but because we're using PBR I'd like the materials to be as realistic as possible to keep in line with the…
Overall its very "last gem" looking. How much do you know about Unreal4, PBR, etc.? Research into the current gen workflow and adapt to what is done right now as this work is outdated in its approach. The material definition in general isn't very good. You can't really tell what anything is made out of.
My game will have good graphics so yes I will do try to make it for pbr. I think Substance would be better but it's not because 3d Coat's belief, it's just that I pretty have everything anyway with Blender, and I heard that having two together painter and designer it's really awesome. But thanks a lot everyone for all your…
You need to decide now whether you're doing PBR hand painted or diffuse only hand painted. Right now, it looks like a mix of both but I look at your metal blade in the second image and it has pre-painted highlights. You can't have any shadow or specular information in the diffuse when you go and light it.
Hi nickcomeau cheers for the feedback! very much agreed on your point, wasn't totally pleased with how the armor came out. Am currently trying to get a grip on PBR workflow. I'll give it one more pass tomorrow on the textures. Appreciate the crit very much, thanks buddy. Ill update here as soon as I can.
Hey Ducky, the Relief-Parameter was removed in Version 5 and was replaced with a fully functional Tesselation and Parallax Occlusion Shader. Gojng to Materials -> Default -> Definitions -> [Your PBR Shader] -> Parallax Occlusion or Tesselation The Height Scale in Material -> Default -> Edit will create the effect then. You…
I think most properly made Xbone/PS4 games have this (as in.. not cross-gen ports). I mean, it's essentially one of the most important features of a PBR no? The obvious games that have it are: Killzone Shadowfall Ryse Infamous Second Son You'll likely see almost all games made for these consoles coming out in the next year…