http://www.marmoset.co/toolbag/learn/pbr-practice An albedo map defines the color of diffused light. One of the biggest differences between an albedo map in a PBR system and a traditional diffuse map is the lack of directional light or ambient occlusion. Directional light will look incorrect in certain lighting conditions,…
Hey fellow polycounters, Here's a tutorial I made recently on how to make an albedo map from a diffuse map. With this transition to PBR I have found cgtextures.com to be fairly useless because 99% of the textures are not taken with a polarizing lens. With this technique you can remedy that and still get some pretty good…
Spot on Zen. The main reason I said diffuse instead of just photos is because many people like myself have built up a library of custom tiling textures or other textures that they may want to fix for the pbr system. I just thought diffuse texture was a little more all-encompassing than photo. I also thought saying photo…
Hey guys, thanks for the heads up on marmoset leleusart. I'll be sure to check it out ASAP. As far as I understand UE4 imports it as default linear/sRGB, however something I forgot to mention in the tutorial is you must change some photoshop settings. edit> color settings. RGB: RGB needs to be set to sRGB Gray: Gray Gamma…
Thank you Jack M. for this useful tip. Though albedo map and diffuse map are pretty much the same thing. I'm sure "How to Make an Albedo Texture from a photo" is what you really meant.
1) In short no. There should be no lighting information at all. No AO, and no cavity information. There can be a hint added, but it's better to be safe. Wood grains for example naturally have a slightly darker color in the crevices while the more exposed portions are less saturated and lighter. One reason for this is how…
No problem, I just got a chance to watch the video and had some notes: First off, the chart, A = albedo, M = microsurface (gloss scale in this case), and R = reflectivity (specular color/intensity in this case) this is written on the image itself on the bottom too. In the video you mention that m = metalness and R =…
Right, TB2 can be set up to give an almost exact match to UE4 when loading the same maps and shader models. You can use the UE4 preset material to quickly add a material with all the correct options. If anyone has issues with this workflow please let me know. [ame=" https://www.youtube.com/watch?v=bZnPKtxIuss"]Toolbag 2 |…