There's no reason that a diffuse/spec workflow would be mutually exclusive to PBR. Cryenegine uses a diffuse/spec PBR workflow, and both Unitry 5 and Marmoset Toolbag support both content standards in a PBR workflow. Nope, you can't use it because UE4 doesn't support reading the content. The primary difference between the…
Don't let yourself be too bothered by exact values for one particular solution when starting out. Those values are meaningless in any other shader than the one you are using. It is better to spend that time understanding the basics physics surface and light interaction. The best points I can give you are: Understand the…
Look at Pixar's films if you want to see PBR that isn't generated from photo reference, and isn't photo realistic. PBR and stylized rendering are not mutually inclusive or exclusive. To qualify as physically based, all you need is a system of shaders that light the world in a physically accurate manner, and a set of art…
Mental ray (never used that one) Offline renderers in general use PBR shaders as the movie guys are a couple years ahead, but it seems like they all use some sort of own interpretation and a lot of different shaders instead of using one master thing and some deviations like we use with our game PBR stuff, which are all…
Hey there! I made this for the weekly weapon contest that happened a while back, and of course I didn't finished in time. There already is a game that this will be use in, so it's not going to waste. Anyways, the biggest objective I wanted to achieve with this model was creating good textures, so this is where I ask for…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Depends on alot :) . Are you looking to make realistic or stylized textures? Being able to paint/create your own textures is great, I encourage you to practice that. But using photos as a base is also ok. In the past you would normally just head over to CGTextures and grab some base reference from there.…
I usually do renders in ZBrush at high subdiv (with quick 3D Edit on). I'm now making a model where I have no fine detail so it would be nice to render it at low subdiv with BPR smoothing. However when I turn Quick 3D Edit off the preview looks fine and smooth but my renders become very flat (they almost look as if I was…