Also if you look at the cave example content, they like to reuse the same 4 or 5 rock meshes and just rotate the meshes around. If you textures do not look good upside down, it makes then a lot less reusable and harder to cover up tiling. I know that example isn't the best for this particular texture. But imagine there was…
I think you guys both have a point, iniside is more "practical" while the others are thinking in the correct theorical way. That's quite true but there are some workaround, for example check out these slides from The Last of Us (pg.14): http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf…
If was this stubborn I would spend last 2h comparing different textures in different lighting conditions ;p And my conclusion is quite simple at this point. There are cases where it looks good, and there are cases where it simply look bad. For example with only ambient light, texture look quite flat, because ambient light…
WOW! Thank you guys for all these awesome resources! I know its not perfect, but this was my first attempt at creating an asset using the PBR pipeline. I really appreciate all the paint overs, examples, and charts you guys made to demonstrate your points, especially @MooseCommander, @rogelio and @iniside. Unfortunately,…