After working with Cryengine for years, I've decided to try out Unreal Engine 4. Foliage clustering greatly influenced this decision, as did blueprints and UE's material system. That, and I decided it was time to get my hands dirty with PBR. I went with a more realistic approach, I felt that was fitting because PBR. No…
Starting to get the hang of the PBR workflow. Still loads of work left to do, especially when it comes to the spec/gloss maps, but any crits/comments would be greatly appreciated.
Mucking about with the skin shader in TB2. Trying to get everything all PBR-friendly. Currently not succeeding, but making progress. http://i.imgur.com/V3OLNt9.jpg EDIT: Little update.
been doing an old typewriter to practice pbr and ue4's material layers still wip, (i only did the typewriter from the image, the environment is made by epic games)
pretty sweet. I'm guessing this is set up to use PBR? Looks like it's reflecting a different scene. Great model and textures. /sorry...this was for http://www.mvirks.de/dota/timber/timber_turn.gif
Starting the texturing phase of some kind of 1940 PBR repainted old Mario Kart thingy :poly142: I want to really fill it up with logos, stickers and fake brands.
I started reworking my gnome I made like...two years ago. Hoping to try out some PBR through the Quixel Suite since there are a few different materials on this.
Very cool stuff like always guys! Here's some PBR texturing WiP i got back into yesterday. Shameless crosspost from this thread, any feedback is very appreciated.
Damn fine work Logithx. I've moved this project to UE4 and am finishing it off. PBR has helped. More can be seen here : http://www.polycount.com/forum/showthread.php?t=117815
Autocon - Cool gun! Looks really heavy and powerful. I finished my bakes and basic colors, currently trying to figure out that pbr magic. But slowly understanding the basics I think :)