SO I've modeled and textured a couple of things using a Marmoset 2.0, and I was able to get my assets looking pretty okay. Although I'm not too skilled in texturing, I was pretty confident that I was doing things alright, until I heard that PBR requires precise values for each material. I tried to texture something in…
ZacD's post is right on the money. From what I've gathered on what little I've done in PBR, there's a ton of variables to consider that basically throws the "precise values" argument out the window. "Metalness" renderers, for instance, don't use Specular maps, and instead do baloney math by adding a constant multiplier to…
Wow thanks for the response guys, I have a question I've been mulling over since playing around with some tillable textures and such using PBR... How much control do we actually have over the Albedo; I know its recommended to use a similar median luminance value to that of the Quixel scans but obviously all wood isn't the…