The way I see it, it's either going all out PBR, or minimalistic diffuse hand-painted look. Also, I believe Substance is far superior to Quixel. If you already own Substance, there's little reason to get Quixel too.
As a general rule this is simply not true or necessary. Countless artists and games use the metalness workflow and do not need to double the texture size to do so. There may be some very small range of specific situations where having extra texture res helps, but again, as a general statement this makes no sense. If this…
Nearly all PBR systems use IBL. There is no such thing as a "dielectric metal", those two properties are mutually exclusive. Raw metals are never dialectic or insulators. It's important to remember that you're representing the top layer of a material. So a metal with that is coated with plastic/rubber, painted, or oxidized…
your statements made it sound like you have experienced more issues than in this single particular project that you cannot show due to NDA. PBR implementations are advancing, both for offline and online renderers. A benefit is that the assets (calibrated, measured...) are usable with the renderer getting better and…
I have a milestone in a couple weeks and shouldn't even post here actually but I will do make/find few examples later. I don't say PBR approach inaccurate. I say it's inconvenient at first and creating false impression that once you measure and calibrate everything you couldn't do any better . Even if your result looks…
Yeah, it's what I heard many times. Represent reality better, less tweaking and improve quality. But in reality you may tweak them to death, fighting with rigid system not allowing to compensate some tiny aspect not exactly 100% physically correct in your engine/ PBR implementation. I understand such approach for unbiased…
It's pretty straightforward to do that in Unity but it's quite a bit more involved to do it in Unreal because the GBuffer layout is tightly coupled with the engine code and your options for custom lighting are pretty limited compared to UDK. You can still do lots of neat art direction in any PBR system, though, and while…
I agree that it's not exactly PBR fault, it's a consequence of its fixed inflexible nature. Not allowing to do simple tricks to solve engine limitations. And we still have a lot of such limitations in often very faked environment things. I don't understand how anything inflexible could be a good thing while every 3d soft…
I wouldnt really call PBR a "tool", its a rendering pipeline. You can put whatever you want, however you want into it. How good it looks regardless of workflow is entirely dependent on the artist, like always. Literally the way I produce content has not changed at all. I still make my spec/gloss the same and my color map…
I meant that once I have to use metalness I know I either have to twice the texture size or make the texture twice more repetitive. As of calling specular approach another PBR variant, I don't understand. Within that approach you can easily modulate the intensity of highlight by hand, breaking forced energy conservation…