I was thinking it didn't seem like it had PBR when I was using it. Still, there is a very noticeable quality difference for almost everything in this build. Extremely impressed.
Besides what iniside said, Crytek used actual RGB textures for their PBR. The only tool you would really need is the Macbeth chart I believe, at least for working with actual textures and not values. Ideally, you just have to get the textures to be at the physically correct value range and be done. They also viewed all…
well, seems like no pbr for now according to the latest post, that is dissapointing. Ah well at least I will actually be able to open my map again and work on it with the removal of the login, and there is better w8 support. but no changelog + the documentation will be online in "the coming days", seems kind of weird :p
You are right, and we can't be 100% sure, as it seems so far that every engine that employ PBR, do things diffrently, and authoring textures might be diffrent. I just speak from my exprience. We will see today or tomorrow, but I highly doubt that the process will be complicated. Even in previous iteration the gloss map was…
After you understrand concept making textures for PBR is easier than on old workflow. It depends on engine but generally: 1. Color is just color. Flat color without any lighting information. You shouldn't use any cavity, ao, etc maps on your color. Even micro details are better blended directly in material setup. 2.…