I think there are quite a few materials where a layered system would be necessary. Essentially every material with truly distinct material layers and some kind of transparent (glossy or semi glossy) material on top is only really achievable with a material layering system. The bike and the car you posted are good examples,…
@Xoliul - Thanks for sharing :) I fixed some confusion. I guess I was reading it so much and since I wrote it, I understood what which part was referring to. As for the specular values from Marmoset, I'm shocked that they are considered old! Thought it was pretty up-to-date. Starting to wonder if I should put off adding…
@almighty_gir - hey man, thanks for that! Definitely makes things clearer. @Shrike - That's true with the world material knowledge. And to do that WITHOUT some definitive value is guess work after some guidelines. It's pretty unforgiving. PBR texturing but what I hope to achieve with the help of the community as a library…
Xoliul, EarthQuake, stevston89, thanks for chiming in guys. I just wanted to clarify that I never once was calling on to "Baking Large Scale AO into Specular". Both the PBR shading for artists video to the video the went along with Cerberus call on having no lighting information in your textures as an ideal scenario. There…
I wish I was Gir. This is the point however where I ask you to adopt a friendlier tone please. You are entitled to your opinion as much as I am but pontificating without bringing forth evidence does nothing but paint an unpleasant picture of you, which, in this industry, is a luxury no one can afford. Hematite: Galena:…
Hey in general it seems there's some good info. I would clarify some parts a bit though: -When you explain specular, make very clear it's one of 2 workflows, the other being metallic. Things are very different between them in some areas, and people could get confused if you don't make it super obvious which one you are…
Most of what what defines metals is reflection properties. In the example chart on the previous page, the reflections are pretty dark ... that's why it looks dark. If you used an IBL that was like, bright daylight outside in a field in the middle of summer, it would look way brighter. What things "look" like is made up of…
From my interstanding, you just texture as you normally would. But when you preview your texture or when you are texturing, be sure to check it out in the final engine you are using. So for example, if it was for a portfolio piece, be sure to check out your texture work in the engine you plan to present it in, and not in…