https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Welcome to 2013, and prepare to have your mind blown.
Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
My entry for the #RookiesAwards 2024 Japanese Forest Shrine made with #Maya #ZBrush #Substancepainter #Marmoset #photoshop #SpeedTree #UnrealEngine5 www.therookies.co/entries/26901 #3dart #3d #3dartist #japan #feudal #fanart #shrine #forest #realistic #enviorment #pbr
yeah substance is great, but PBR has a downside PBR have no Refractive channel so it cant do some glass material, it have a opacity channel but when u do a glass with opacity channel it seems fake, hope in the future PBR can support Refractive material with IOR
Here is my barn level for a school project i have been working on, there are a mixture of PBR textures, Spline Modelling techniques and NURBS. Please let me know what you think :)
I'm trying out the PBR workflow but I'm having trouble adopting it. More precisely, what maps do I select from Quixel's Suite and what inputs do they correspond to in Toolbag 2?
Hello, looking for some more contract work doing PBR environments and props http://coffeeoutlaw.artstation.com/ message me if interested. pay rates negotiable
UPDATE hi, I found this nice concept from Chris Drysdale on deviantArt ( http://spex84.deviantart.com/ ) Looking for something simple for my first PBR attempt concept And a quick blocking
Decided to do an experiment with a more handpainterly style, while retaining pbr rendering.It's the first time I'm doing hand-painted textures or stylized assets in general. This is the result: [SKETCHFAB]76319a67ecc64fe5b5734fd7b0e4bc3f[/SKETCHFAB]