Very inspiring. Added to inspiration folder. PBR / IBL is awesome, and something I still need to develop my understanding of. Thanks for the useful links / explanations guys.
hey awesome work man! I am bit confused on the whole PBR thing maybe u can give a little insight since you are using PBR in your project. Where does all the detail go one formerly put into the Spec map? Does that go into the roughness map now? and what exactly does one put into the Reflective(/Specular) slot? haha I just…
Beautiful stuff Kimmo! Any chance we could get a PBR texture breakdown on those pliers? For inspiration maybe watch 2001 Space Odyssey, Even Horizon and random old Star Trek stuff. I find I have to push through when inspiration lags but having a film playing that I've seen and is of the same genre/style to what I'm doing…
@ Kitty|Owl - It's technically correct in a PBR pipeline to make the albedo of a metal surface black since metals are 100% "specular" (that is, they have no subsurface interaction with incoming light). The goal of a metalness map is to make use of what would otherwise be wasted, empty black space in the albedo by allowing…
Now that Unity 5 is out I decided to fully port my PBR scene. I´m really impressed how good Unity 5 is. I made this scene first in Marmoset Toolbag 2, then with Unity 4.5 few months ago and it only took a day to port it to U5 with all the physically-based rendering elements. New lighting system is really good and the most…
I have had this idea for a long time now. I started to model these models a year ago but now I have time to hopefully finish this. Idea is to create 1980 style space station. I also want to model and texture as modular as possible and maybe even do a little Unity game where you can move in zero gravity. Like the title…
@ enoki Thanks! It´s just so easy with Marmoset :) Of course it would be awesome if TB2 would have more tools like UDK has but for rendering it´s awesome. @ Pegbird Thanks! PBR is pretty nice and I´m still trying to create a fast and efficient workflow. You just have to watch world deeper and observe :) @ Shrike Thanks.…
@Aerashi Thanks, nice reference movies. Even Horizon looks very interesting! Pliers textures are really fast and dirty. This is just a small prop so I didn´t want to use too much time. Using photoshop filters I could do these maps in about 10 min. Normal map has a very small noise layer overlayded in about 5% opacity that…