Check out the PBR Albedo Safe Color and PBR BaseColor/Metallic Validate nodes for checking your current maps. For creating maps check out the PBR Base Material, PBR Dielectric F0, and PBR Metal REflectance nodes.
Oh thanks for second guessing that, even if it might be unrelated to the issue. I couldn't find much about what shader to use for what situations. The character is for real-time use in unreal and marmoset with the PBR roughness workflow. The charcter won't have any alpha transparency, but some parts are glass. So you're…
I wouldnt call Overwatch PBR, it may be PBR-esque, in a sense of using a Metalness like workflow. But it breaks the PBR rules way too much and follows its own ruleset, to call it a PBR game.
I just finished the normal map and I am learning PBR to use for my model. C&C welcome, I will be posting regular updates. To do list: -Make wood pattern for handle -Make diffuse for PBR -Make roughness for PBR -Make metalness for PBR
Differences between metalness and spec covered here: http://www.marmoset.co/toolbag/learn/pbr-conversion More pbr stuff: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
hey guys! I have a question about pbr textures... i would like to know how expensive they are for engines? Does anyone have alreday some experience with pbr textures ?