Jump straight to PBR, It can be a lot quicker to make a material look "right" when you know the exact values in PBR. Since you are just applying for a school, by the time you graduate in a few years there will be much more PBR games out. It's better the be ahead of the curve. PBR can work great for stylized or mobile games.
PBR requires less properties to be tweaked in order to define a surface, so of course its worth it. One of the huge bonus' of using a PBR pipeline is that art creation becomes somewhat simplified and normalized.
I'm trying to wrap my mind around all that PBR business, and I have to ask what you all think. I'm a beginner to the texturing, and I really want to know what is the best course of action for me, do I need to learn how to texture with PBR approach or stick with simple diffuse/spec/gloss like most artists use? Of course, I…
my only problem with PBR is the naming of texture maps. it sounds... stupid. like metalness. it isn't even a word. its silly. but PBR looks insane, some of the work I have seen looks immense to traditional texturing methods. I totally would, I'm starting to have a dig at it myself.
Yes, I agree with leleuxart, I didnt really know much about it until recently but Im starting to wrap my head around it now after watching this https://www.youtube.com/watch?feature=player_embedded&v=LNwMJeWFr0U reading this http://artisaverb.info/PBT.html this http://www.marmoset.co/toolbag/learn/pbr-theory and this…
whats the problem in doing both ? i didnt get to try PBR yet .. but as iv read the changes are not that much . the way i see it : new tech came out . it may be the future . however the old tech is still required and will prolly be for some time . so yeah ... again i didnt try PBR yet or even read deeply on it . so please…
Thats not what I meant, I was meaning that why spend the time learning old ways of working when the industry is moving towards PBR as a norm. Like I said in my original post, there are only a handful of studios in the AAA market (that are not mobile or related development houses) that still use the older way of creating…
if you have a firm grasp on how to use a traditional diffuse/spec/gloss, PBR isn't that much different--just more logical really. the two articles on the marmoset site are excellent.