Hello all. Up till now I've primarily been a programmer, but now I'm trying to take a leap into the world of 3D modeling. I've been looking a this PBR stuff and it's quite cool. I went ahead and threw together a barrel using Blender, Photoshop CC, and Legacy dDo and I kind of like it. But. The metal looks off to me. My…
I'm not using the metalness workflow (I'm using Lux, an open source PBR shader framework for Unity) So, anywhere that's less shiny should be lighter in the diffuse map then, and darker in the roughness map?
Yeah, the rust was auto-generated by dDo. Should just rip it right out and do it myself. Should the metal really have any color in the diffuse, though? I thought that kind of went against PBR.
OK, tomorrow is modeling day for me (most of the week is programming stuff, but on the weekends I try to improve my art). Actually, what I will probably do tomorrow is experiment with just creating PBR materials. Probably slap it on a cube in Unity with Lux rather than worry about a whole model. After I can create…
I am not sure I would take this advise. Every single resource I see for a reflectance based PBR workflow says to make you metal black in the diffuse. This is with good reason metal doesn't have diffuse reflection it is only specular. Now there are things that sit on top of metal that certainly won't be black. Things like…
Heh, the programmer in me said that I should create a script to make exporting PBR textures that Lux needs from Photoshop easier. It's incredibly rough around the edges - it doesn't preserve the original image (keep a backup), doesn't save things automatically, etc. Basically it assumes your active document is made of…
Wow, been ages since I posted on here, but still. The diffuse albedo for metal when using a PBR workflow is black. Always black, but the crap that builds up on it may not be. That said, certain types of tarnish (metal dependent) are still basically just metal that's been tinted - The tarnish or patina is generally too thin…