Hey guys, I'm learning the new PBR texturing process and am getting to know and create the new maps. I've looked over a lot of forums and helpful advice from sites, some good reads I found on PBR are https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html…
We are MountainWheelGames, a small team of aspiring game developers collaborating via the internet with the sole purpose of creating Stone Rage. Oceans separate us, few of us have ever met one another or even know what each other look like, but we know who we are through our collective work. We're artists, we're animators,…
We are MountainWheelGames, a small team of aspiring game developers collaborating via the internet with the sole purpose of creating Stone Rage. Oceans separate us, few of us have ever met one another or even know what each other look like, but we know who we are through our collective work. We're artists, we're animators,…
Thanks melviso Wonder how calculation expensive it could really be for modern video-cards considering amount of per-pixel calculation in a typical game scene, I mean vector noise and Ceiling function. Or it would be just a tiny fraction among total PBR calculations? I think I found a kind of simpler approach with same…
If you reduce color to single values per object (or regions on an object), You are still looking at the base effects of surfaces as a whole. How much light they absorb and how much they reflect back versus angle of lighting and angle of view. Water also changes perceived color from how deep it is and what's floating around…
While I am highly interested in this, the biggest hurdle to me is hosting. Marmoset viewer looks great but some of these files take quite some time to load. When you factor in 4 or 5 textures at 2048 and a heavy mesh you might be looking at 60+mb, right? And that's per view. That's pretty tight on bandwidth. Like I said, I…
@ComradeDispenser Huge thanks for the lengthy post and being "that guy", honestly. I feel it's an artist's purpose to strive to always improve on reaching the highest quality art, but also to be receptive of feedback and flexible to not get too attached to the work they've done. Feedback like yours is exactly what I need…
Yeah, there's some common misconceptions out there, that if you're not using a specific type of input or a specific shader model, it isn't PBR. This isn't really accurate, the points Lee made above are a good start to sort of squash some of those myths, but take a look at the Marmoset PBR tutorials for greater detail:…
Thanks for the response @BIGTIMEMASTER Regarding ("Texture size/texel density = metres per uv tile"), I'm not sure how to make my 1 meter objects per 1 UV tile with the equation above because I don't have a texture size/texel density in mind :( For the sake of the argument, even if it is 512, 1024 or 2048. I want it all…
Everybody else has pretty much said all that needs to be said. I would definitely change your website, the layout and presentation of the artwork is terrible. Check out Fausto's layout here: http://www.faustodesign.com/ or Peter Konig's here: http://www.theartofpeterkonig.com/index/ They both have a lot of top notch work…