Hi, Is there a layman explanation somewhere that explain how Emission / Emissive map affect the rendering of an object using common PBR implementation? Let's ignore how emission affects other objects in the scene, that's Global Illumination's job, I kinda want to understand how does it affect the emissive object itself: is…
I converted my "not so old" Chivalry Medieval Warfare weapons to PBR metalness workflow. For the conversion I used Krita and the layered psd files I originally created. Was pretty easy, the tweaking takes a bit of time. Textures are 1024x2048 for the swords and 2048x2048 for the axe. Marmoset Viewer and some more images…
Hey guys, i'm planning on doing a near futuristic street agent. Making this a challenge to myself to get used to the high poly - low poly PBR workflow. Ill be going for a stylized approach but grounding it on the moderately realistic side. Ill be using Zbrush for high poly, Maya for low and Quixel for PBR stuff. Male…
Hello all, This is my first finished 3d scene for real-time purposes. I used Maya to model the low-poly and high-poly meshes and did the bakes and textures in Substance Painter. This is my first Substance project and I am new to the PBR process altogether. Comments and critiques are more than welcome. Thanks, M. model
Hello Everyone,We have released our very first asset pack “Vol-01 office Props” on the unity store.This pack is suitable for all kind of financial institution or offices. All props are inspired from real world with 4k PBR texture. Hope you find this useful for your projects.
Hello Everyone,We have released our very first asset pack “Vol-01 Bank Props” on the unreal marketplace.This pack is suitable for all kind of financial institution or offices. All props are inspired from real world with 4k PBR texture. Hope you find this useful for your projects.