Hi, I'm a 3D Artist focused on props and environments for games. Specialized in handpainted and PBR texturing workflows, low-poly and high-poly modeling, and optimization for real time engines like Unreal Engine and Unity. Skills - PBR Workflow - Handpainted Texturing - UV Mapping and Unrwrapping - Hard Surface Modelling…
I did this one a while ago ( http://millenia3d.net/cont/pers/m4a1/marmo.jpg ) but as you can probably tell the old one is over the top with the scratches & material. Doing proper PBR textures this time around, and trying to keep it subtler (yet still rather worn). I know it's quite early, but critique & inspiration…
The following tool allows you to quickly convert PBR materials to Source Engine games, as well as any other engine that uses the old-gen DiffSpecNormal workflow. Quite useful: https://github.com/koerismo/PBR-2-Source
I found this informative on PBR black levels https://docs.unity3d.com/2017.4/Documentation/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf also linked via our wiki http://wiki.polycount.com/wiki/PBR
Hi all! I have published a Maya plugin for importing glTF/glb assets, which I think many of you will find useful. glTF Importer for Maya - handles the glTF 2.0 spec, allowing you to use those assets in Maya without manual conversion headaches. What it does:* Imports .gltf and .glb files with proper hierarchy and scale…
Immediate need (1) additional PBR texture artist to handle realistic game asset texturing. Substance Painter required, Substance Designer a plus. will consider student or intern with impressive portfolio. must be able to handle 1 textured prop asset per day. submit portfolio link to: jobs(at)steamlabsinc(dot)com we prefer…
Some questions I would have as a potential buyer: What software did you use to make these, and can you briefly describe your process? What resolution are the textures? Tiled? What textures are included per pattern, it is PBR? What file format and bit depth are they? How are the files named?
I think with PBR, what they're referring to is more or less the same thing as PBL (Physically based lighting), letting a cubemap/reflection light your model. Also similar to IBL, occasionally used in rendering for some viz stuff. Though, I'm not sure if the PBR is a further yet simplified version of it, or perhaps the…
Hi everyone! I’m Jean-Luc Hernandez, a freelance 3D artist focusing on stylized asset creation for video games. I specialize in PBR texturing (Substance Painter) and hand-painted rendering, working mainly with Unreal Engine 5 and Unity. 🛠️ What I do: * Stylized 3D props & environment assets * Game-ready topology & UVs *…
Hey hi all, so what I am unable to understand is making texture sheets with different materials like wood, cloth and metal for example on same texture. As per learning material on PBR you are making albedo, rough/gloss and spec in a way that it relates to the surface you want like metal = white wood = black in specular…