I'm trying out the PBR workflow but I'm having trouble adopting it. More precisely, what maps do I select from Quixel's Suite and what inputs do they correspond to in Toolbag 2?
I would start with these tutorials to understand the differences between the various inputs (pbr does not necessarily require metalness or roughness maps, this varies depending on target engine): http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Now, to load a metalness map…
Hey guys, I'm just now finally jumping onto the PBR train. I've been watching videos and reading tutorials. The more they describe the reflectivity map, it basically sounds just like making a black and white specular map. Is this correct? Also, in what cases would you use the metalness method?
Perhaps I've explained this wrong. Albedo and normal? Those understand, no problem. But Quixel's Suite has tons of maps, and plenty are not relevant at all... So I'm positive I don't need "all of them." And Quixel's "albedo for metalness"? Not sure what that one is. I'm doing a hard surface gun with some metals, so it…
I also have a quick question for you guys, since there are 2 different workflows for PBR, the metalness and the specular/reflectivity. What if you are working on an object that isn't metal anywhere. Would the metalness workflow still be applicable or would you have to use the other workflow? I've only used metalness so far…