I'm having a hard time understanding how to work in PBR. Do I need to sculpt all of my geometry in high poly and then create low poly mesh's to bake to? It just seems like so much work for simple assets. Ideally I want to be able to create my models in 3dsmax at the desired poly count and then paint all the information I…
Hi, Unity is PBR ready yet we dont have specular bounce lighting aka caustics. So does this mean that its partial PBR / incorrect lighting since for metals (chrome) albedo is black and hence light bounced from this surface wont contribute in lighting at all. Please correct me if I am wrong here, my aim is to create high…
SO I've modeled and textured a couple of things using a Marmoset 2.0, and I was able to get my assets looking pretty okay. Although I'm not too skilled in texturing, I was pretty confident that I was doing things alright, until I heard that PBR requires precise values for each material. I tried to texture something in…
Hi, I'm currently practicing PBR and learning an efficient workflow of using photo-sourced images for PBR materials. Apologies for my noobness; I'm reading over a few different written sources. Am I right in thinking that ANY photograph I use must be corrected by; using a linear SRGB file type Equalising the image removing…
Hi everyone. I have a personal project that i must export obj format with .mtl file. The models must be in PBR standard Metal/Roughness. is it possible ? i found out some articles on the internet that i could address diffuse/base color and Bump maps. but i dont know if it supports Metalic and roughness or not. any help is…
Immediate need (1) additional PBR texture artist to handle realistic game asset texturing. Substance Painter required, Substance Designer a plus. will consider student or intern with impressive portfolio. must be able to handle 1 textured prop asset per day. submit portfolio link to: jobs(at)steamlabsinc(dot)com we prefer…