Thanks for the comments. As Artquest posted we do now have a PBR shader, and it is possible to register your own so it matches your in-game shader exactly. Mari Indie ships with two, more relevant examples, both using PBR shaders. Artquest, I'm interested to know what is taking 5 mins to setup? I just checked and it takes…
If you want to become a better artist, learning your foundational art is key to that journey, if not important at least. Figure drawing is one of those disciplines. With texturing, I think you should just start learning how to do PBR texturing (google it, search through Polycount, there's a lot of threads). There's no…
Yah it doesn't "feel" like metal the way a PBR-type material (the type that requires a metalness map) usually does. Out of curiosity I looked up 'Blender and PBR', and it looks like most artists are using something called "The Principled BSDF Shader". What shader are you using?
http://www.marmoset.co/toolbag/learn/pbr-practice there is a short segment on creating the actual content there, but the biggest thing with PBR is understanding the concepts. Looking at your folio, you don't need any tutorials on how to create art content. Its just a matter of understanding which maps do what.
some older pictures in this thread are from CE, but theyre all outdated. Im going to retexture the whole plane for PBR, and whether or not i use CE depends entirely on if it supports PBR by the time im at that stage. Else ill probably end up using UE4 also thanks everyone :)
In your second image it looks as if the normal is inverted on the circular mosaic, but I think it's down to really strong reflections of something really bright behind the camera. I'd definitely look at adjusting the textures for pbr if you're going to go down the Toolbag 2/pbr route. And tone down the relfections :)
This is not the game for cell phone... This is only one way how you can make all your assets blend with your environment and lighting in a proper way, this is how it works in real life and that is why with PBR you have to do it in same way as in real life... Just google about PBR..
A little late, but thanks you both for your answers. \o/ If anyone end up here looking for the same explanation I was looking for : https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Those two articles helped me a lot, too.
Hi! Any ideas if i can plug pbr metalic roughness textures into a lambert or blinn material? I would like to export as an fbx and preserve my textures, when i try to export an aistandardsurface with all the textures plugged in i get notjhing and it seems like fbx export only works with blinns and lamberts. Thanks for…
Hello, our mobile game studio needs a few talented PBR texture artists who understand how to create smoothness, AO and normal maps, along with diffuse textures that look stylized and not photo-realistic. If you are interested, send me a direct inbox message with a link to your work/portfolio. Below is a rough example of…