Hey EarthQuake, thanks for your feedback. I'm a little unsure what you mean by this though. So far I've been using the spec to definne the reflectance of each type of material and their respective parts. So for example on the cross I have pure silver, but also tarnish. As tarnish is a considered a semi conductor I guessed…
Hey thanks Pegbird. The main body has been the hardest to define, and is still quite a way off what im after. It's quite likely I've got too much info in the wrong maps (still not 100% sure what I'm doing). I can post my maps for critique soon.
actually that's a fantastic example: http://www.joerivromman.com/KSG.html especially the textures, clockwise from top left: diffuse, spec, normals, gloss. Notice how the diffuse has almost no baked in shading, and what is baked in is still coloured rather than multiplied down. And again with the specular, it's almost…
Don't mean to hijack your thread Mis-fire, thought this could be all around helpful... almighty_gir, or whoever... Do you know of any examples of people using pbr that are definitely doing it the "right" way? I would be interested to see actual clear cut examples of models and textures using pbr.
Thanks for the compliments guys, hoping my next PBR project will be easier :) stevston89 - I used xnormals for the normal map, and have set that in T2. where are you seeing an issue? Xazas - Glad it's been useful. I will point out that this is my first PBR object using the reflectance workflow, so there's a good chance the…
Hey Matt, This is looking awesome. I was reading up on PBR myself last week and definitely want to try the techniques out soon. Might have to tap you up for some tips :p
Hey thanks for the feedback EarthQuake. I had gone a bit mad adding rust everywhere :poly105:. I just liked the look of it, but as you rightly pointed out there's nothing else to break it up! I think I've been too focused on getting the material definition that I want, and as a result it's lost it's personality. So I had…