@EQ - Ahhh yea that's true. The project that comes to mind is Tor Frick's sci-fi hallway-of-sorts. Insane. Oh yea for all, please refer to the original post for updates on the doc. I've been updating everyday but only recently made it known via a post that an update has occurred, just incase anyone thought that it wasn't…
Got around to updating the doc some more :) It's near official release lol. So-to-speak. Just got a handful of more information to add on. Lots of stuff to sift through unfortunately :( Hope everyone is finding it useful.
Glad to see this thread is helping some people out! Sorry all who have been waiting for an update. Been busy for the past few days but should get some more data/info up on the doc in the following days :)
Hey all, Here's a little snippet of myself. I've been a long time lerker of polycount and only recently started posting work. An aspiring 3D artist :) I've started to learn about PBR/PBT as it is the new way of rendering/texturing true-to-life materials. I've seen a lot of different sources for this new method but haven't…
@all - yea my want...I guess should've been better worded. I was saying that it'd be great to have core values or base values and adjust accordingly. But I guess after texturing for so long some people just know what kind of value range they'd need. Regardless I'll be updating the doc more today. :) Only worked on it a bit…
This thread looked attracted a lot of attention while I was asleep haha. @almighty_gir - that's pretty neat! I did not know that actually. If you have a reliable source I'd like to add that into a section. It's really cool to think you can do that so "simply". @s6 - please note that I have changed the name to Encyclopaedia…
updated the doc some more. Added a change log to the OP. Will be making a more indepth and detail-oriented table of contents soon. But at the moment this is the hierarchy. Blue HeadingsOrange Headings Red Headings Black Headings Also want to do a shoutout to d1ver while I'm at it. He's developed a pretty nifty tool!!…
Hrmm...wasn't aware you could pack it so much. But does it depend on the engine/nature of the project you're working on that would warrant such a route? I don't see why one would (for standard portfolio purposes) pack so many maps into 1. (ex. the metalness workflow) As well I have updated the doc with the information from…
We considered this but we feel it would only add further confusion, and would make it really easy to input values that are totally unrealistic, essentially, we feel its counter to the basic concept of the metalness workflow, which is to provide a simplified method to represent most materials. You can do some pro-moves…