I have not found many websites, but instead just reading sporadic articles related to film/VFX lighting and talking with other experienced lighting artists both in house and externally over the web and such. Here is some general workflow/tips I have gathered over my short tenure so far as a lighting artist: One major point…
Hey, thank you for your reply. I edited for better visibility right now! I use PBR Metallic Roughness with directx as result, if i understand ur question correct. I´m sorry if i might just understand afterwards. And for edgepadding i have the standard 32 Dialation Width while baking on substance painter. Ok about the…
You may just use theBitmap = selection[1].material.diffusemap --or for batching, stuff like : sel = selection as array for obj in sel do ( theBitmap = obj.material.diffusemap -- ) as your bitmap file is already loaded. Maxscript help says to avoid getpixels for every pixel and use it per row, but else code is working for…
I’ll
guide you through the process of modeling, creating PBR and
hand-painted textures, and 3D printing, followed by painting the
model. https://polycount.com/discussion/235911/creating-a-servo-skull-pbr-hand-painted-3d-printing-and-painting-techniques#latest
In the context of PBR texturing (with the metalness workflow) the phosphate coatings aren't pure metals but they can have visual properties similar to metals so they'd fall into the metalloid category. A lot of stuff is still approximate and there can be contextual differences so it's important to experiment with your…
That's because some parts of your texture are basically metallic. If you used metallic materials on your project, espetially metals like gold, bronze or titanium (as examples), you WILL have colours on your roughness map. You should check a PBR material chart, and also those amazing PDFs from Marmoset and Allegorithmic :)…
If my understanding of PBR workflow is correct, while some of the maps between legacy and PBR workflows share the same name, not all give the same ouput with the same input with their respective shaders. For instance, a specular map using pbr isn't the same as a specular map using legacy. The same with gloss. Really I…
Zbrush once was my only soft for everything. Both sculpting and textures . Nothing procedural but so easy to do textures natural way with brushes painting in cavities and otherwise on prominent things + quick edge masking. To be honest I am not even sure why I switched to Painter and Designer . It's not much quicker ,…