Hi guys, what's up?! I just wanted to share with you this MK2 grenade (high explosive version) which I modeled as a side exercise for the Futurepoly course. Since I usually focus on high poly and organic forms this was a nice exercise to practice hard surface and PBR pipelines for games. It was modeled in Max and textured…
This is the chest I made during the last week trying to mix handpaint and PBR. As always C&C is welcomed! Full Project: https://www.artstation.com/artwork/Ya4ZmY
Is it possible to blur based on mask intensity in udk material editor? Since roughness does something similar I was wondering if it could be used to cheaply mimic pbr...
They are specifically not wanting to focus on any PBR implementations yet. They want to optimize the engine as it stands now, which they have decided a deferred shader system is best. After they get that working with the current shader system in the engine, then they will focus on PBR/IBL, etc. Thats why I have been…
I have a question about these render results. One of them was rendered in a PBR Renderer and the other one was a Maya Hardware Render. My question is, how can I tell if the rendering engine is the only reason that my materials look good? If I was going by the MHR I would say that my maps are just north of shit, but in the…
The offline renderers(mentalray/vray/etc) do use pbr/pbs, and have been for over a decade. It's just different shading models. The latest derivative is Disney pbr which the games industry has adopted wholeheartedly. Mentalray uses reflection/glossiness. glossiness being the opposite of roughness. for a detailed offline…
http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html http://www.marmoset.co/toolbag/learn/pbr-practice http://www.marmoset.co/toolbag/learn/pbr-theory With pbr you can use…