UPDATE! 1. It looks like Drew++ is working on a PBR shader in the Tech Artists WAYWO thread. 2. I also found a solution that is pretty damn sweet. I had never heard of Octane Render, but it's a GPU renderer that is near real-time and uses PBR http://render.otoy.com/ Check it out!
Mudbox used to be relatively light and fast to use, don't know whether it's the same now and how viable it is for PBR texturing. 3dcoat has PBR painting features and an ability to create 'smart' material presets. I didn't seem as versatile as Substance Painter when I used it, but it wasn't too bad.
Hey @defragger thanks for your feedback :) As of now I'm learning Unity more and how to do shaders with it. You're right about PBR workflow as it is the standard nowadays. Many of my pieces on my portfolio are Specular/Gloss as it's how they teach us to do it in my school about 3 years ago, when PBR was kind of a new…
BAKING AND TEXTURING WORKFLOW Below are the steps involved in the baking process in Marmoset Toolbag and then moving my supporting maps and geo into Substance Painter for the final textures. 11. BAKING SETUP IN MARMOSET TOOLBAG 12. ADJUST AVERAGE/EXPLICIT NORMALS 13. FINAL NORMAL BAKE, LEFT 14. FINAL NORMAL BAKE, RIGHT 15.…
Some people like @Cglewis have given you good feedback already. Also, your first rock model (titled as Boulder), the one in Marmoset, has baked AO in the albedo, which is wrong in PBR models. What I gathered from there was that you either: keep old wrong PBR models (so I recommend you to fix it or get rid of it) or you…
The lighting seems relatively flat making it difficult to give critique. Are you working with PBR (albedo, roughness, and metallic maps)? Or are you trying to do it old school with diffuse, spec, and gloss? If you're trying to do a material study I would opt for studying PBR. Everything is more or less moving in that…
Don't mean to hijack your thread Mis-fire, thought this could be all around helpful... almighty_gir, or whoever... Do you know of any examples of people using pbr that are definitely doing it the "right" way? I would be interested to see actual clear cut examples of models and textures using pbr.
To add on to this, Allegorithmic has some very useful (free) books on PBR - theory and it's art application. https://www.allegorithmic.com/pbr-guide Your Albedo and Roughness maps (besides it being too dark) are very well done, the only thing i can suggest less uniformity in the bricks, like the poster above.