Essentially the albedo will only impact metals defined by the metalness texture. If the metal is blue-ish this reflection is influenced by the albedo, but only in color. However, the surrounding environment and lighting has the most influence on what is reflected of course. "Albedo is the base color input, commonly known…
Oh, it's great to hear the highpoly does not need UV's. But I think I do, because my AO is on the same map as my diffuse. I blend the AO into my diffuse texture in photoshop. So when I plug in a diffuse map, it is a bitmap image of the base texture AND AO together. That's the only way I know of doing it. Any other ways I…
This is funny, but I learned from a digital tutors course that I could also bake an AO without a higherpoly model. And it did make the PBR model look quite a bit better. I'm sure you don't NEED a higher poly to bake an AO do you? And as for this better looking customised occlusion, I'll test it out my self and see the…
Now we're talking. For a year now I've just dreamt of a miracle like you to come along and help me out like this. I am super interested in Quixel and Substance. When I discovered substance painter, I found all these wierd types of texture maps, roughness? Metalness? Albedo? Could you explain to me the best that you can…
You should not need 2 UV channels for this piece. Just use a 4096 texture it will be more than enough. Two UV sets for one piece like this would be Albedo/Diffuse UV set and the second would be your lightmap UV set. If you really want a second material set for something, usually that is done for a hero prop/mesh that has…
Watch this video that details PBR: https://www.youtube.com/watch?v=LNwMJeWFr0U and https://www.youtube.com/watch?v=Tt30zzBQb3w There are two main forms of PBR, Metalness and Specular Workflows. Metalness is used more frequently. Albedo: Essentially this is your diffuse. This defines the base color of your object without…
Hi, I'm fairly new to texturing in 3D, so bear with me here. I have modelled and UV mapped a simple crate in 3ds Max. I use a simple photoshop workflow for applying textures onto my models. The problem is however, the crate looks pretty low res, I'm wanting to use assets such as this in an environment for first person…
The 3DS Max and Maya bakers are not very user friendly nor do they give good results. Use xNormal, or Substance Painter instead for baking. Do not follow any tutorials specifically regarding texturing using the older method. Keep in mind the industry has shifted from DNS or Diffuse (with Ambient Occlusion stored within the…
Under no circumstance that I know of would you need UVs for a high poly in video game art. Are you saying you are multiplying the AO over the diffuse? If so that is incorrect when applying PBR practices. You should be following PBR. What program are you using to bake down your high poly to your low poly? xNormal? A cage is…
Ok, this is interesting. no UV's for highpoly models in game art. I am saying that Im multiplying the AO over the diffuse. It's what I learnt at digital tutors. This technique may be outdated though since the course where I learnt this from was made a few years ago. I am using 3ds Max's integrated baker, theres a 'render…