hey guys, i want to create my own glass material to take it later on in a pbr engine like cryengine 3. i saw that they have a special shader for glass but i really dont know how to make the different textures like albedo/spec/gloss/normal in a pbr way to have a good looking glass in the end. maybe you can tell me or show…
Yeah, Andrew is on point here. If you turn off energy conservation, TB2's renderer will act a lot like TB1's. Theres a few more technical things like Fresnel behavior, but you can control Fresnel in a non-pbr way with the blinn-phong shader as well. Overall it won't be drastically different, what most people probably don't…
I recently learned Substance Painter and PBR workflow. These are the props I made using Substance Painter. Final renders are in Marmoset Toolbag 3. Thanks for checking out my work! :) Wireframe on flat render Wireframe on flat render
Hey Guys, I am creating a couple of PBR textures, and I was wondering if there is a specific way that you generate texture maps? If so, I would be grateful if you could provide some advice. Feel free to critique these as well. Cheers!
I find metal difficult to get looking good, especially fairly plain metal. Does anyone have any tips or techniques for working with these materials? I can't seem to find any tutorials for PBR techniques on youtube
Hey guys here is one of my first PBR models and before I move on making more I'd like some serious critiques. I used 3DS, Zbrush, Substance and Marmoset. The concept for the sword came from Prosomogy
Are you using PBR? If not I would suggest nailing one prop with PBR rather than DNS. Let us know if you have questions. Some great reference for PBR: http://www.marmoset.co/toolbag/learn/pbr-practice https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit…