I blew most of my money on a new graphics card so I could use UE4. But reading into PBR it seems calibration is really important. I read in a Crysis 3 slideshow they make sure the artists work with IPS monitors or something better than the typical.…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: create a model of the American Ice Company building. While modeling, use the main reference as a guide: https://www.abandonedspaces.com/wp-content/uploads/sites/58/2019/10/8324979959_98777faa2c_k-640x428.jpg Estimated…
Hi, I'm a student for Game Art and I will be graduating soon. I only recently started texturing for PBR and have been struggling to transition to it from last gen texturing. My last gen textures have never been amazing, but they're better than my PBR textures. So I have been studying up more on PBR the last couple weeks…
How would you emulate iridescent/pearlescent materials in PBR? Things like bug shells, soap bubbles, oil patches, etc. I've seen many ways people emulate the look using a non-PBR workflow- by using a saturated specular map or environment map. But since PBR works on the principle of light conservation, what would be the…
I've basically always been a Lurker ... but I wanted to get some feedback on a work in progress. I've done some shader writing in the past, for instance I wrote the paper shaders for the lanterns and dragons for this tech demo for GDC 2016: https://www.youtube.com/watch?v=dVY95DTW8UM That was a small project done in a…
Ok so first off, I think its important to understand the basic fundamental point of PBR, that is that all lights and materials behave in a logical and consistant manner, which means no matter how you set up your lighting, the asset will be lit as correctly as possible. Its really a two part system, part 1 is the shaders…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
This would no longer be PBR, so let's not confuse matters by calling it so. If you're messing with the shaders specifically to break physically based rendering principals, it's an NPR (non-photorealistic) rendering pipeline. You can, however, do straight up hand painted maps for all the standard PBR map types…