I've found a few posts about people struggling with this in the Support thread, but I'm curious if there's been any 'official' word on this since. I assumed I'd be able to, now that the calibration settings are in, to load up a set of PBR maps and save them out into a metalness profile, but this doesn't seem to work. At…
Here is a personal work I have been doing during lunchtime at work. Inspired by Zhongfeng Lee https://www.artstation.com/artwork/JKNDR Planning to do some handpainted PBR textures with this project.
Personal project. Working from a Tyson Murphy concept https://www.artstation.com/artwork/bOVgG was thinking of hand painting this (similar to this https://www.artstation.com/artwork/4X2rY), but i think i'll make it PBR.
Hello, This is the first thing i'm showing in this forum, and i thought it was cool to show my first try with Substance Designer with pbr workflow for texturing this weapon. C&C are welcome.
While I agree completely with EarthQuake fridge example and we did use separate AO map for that purpose long before PBR , still from what I saw in U4 and other game engines ( non Marmoset) with mostly simple metallic/roughness approach+energy conservation we do need extra "cavity" and " speclevel" maps just because PBR is…
With PBR workflows, usually not. Unless some dumbass decides to use viewport renderer in c4d or 3DS max. Unless it's unity. Unity has this very distinct deep fried smooth look to it. Something about the color management & lighting system in unity is just outright incorrect. No, it's not just set up wrong, or the wrong use…
So i was wondering why everyone is trying to make such a big thing out of PBR. Because if you look at it from an artist perspective and ignore the underlying math for a moment the only thing that changes compared to traditional rendering is that the glossmap now also has an influence on the specular strenght. Now the…
Hi as in topic it will be my first pbr asset. I have some experience with 3d sculpting, architectural visualizations, and some handpainted 3d textures, but I never did something to use in a pbr based game. I want to try combining my skills and see what can I achieve. I'm going to do game asset based on the concept for a…
thanks tobbo I tried really hard to make this look correct. I am still trying to wrap my head around PBR so that I can make it my focus when texturing. would anyone have any tutorials or general tips on how to properly train yourself to think when texturing? I have done research myself but it seems that texturing for PBR…