Farina, you'll probably want to learn PBR, that's the workflow the vast majority of the industry is using going forwards, though for the ease of getting your brain around it to start with you might want to use metalness to start with as it's easier to understand with only a few technical concessions. Spec/Roughness…
Hello, im searching a tutorial about texturing that includes many mapping explanation. Like Diffuse, Spec, Normal map, cavity and and and, and how to do them in photoshop. I work with Zbrush and Marmorset.
Oh thank you so much! I will read this all ;-)! Hm.. i can say, im better as a beginner. The link are really good. To this, i would love to learn how to use the SSS Fast Skin Shader for ultra realistic skin with vray, but i cant find any really good tutorials about that, where the moderator explains in a video, what…
Nothing he said would exclude him from making content for a PBR pipeline. Diffuse is just another word for albedo. Specular and gloss maps are certainly used in PBR workflows as are cavity and obviously normal maps. Farina: Is there something specific you want to know about texturing? There are a lot of tutorials on the…
What you mentioned is legacy shader pipeline. Do you want to stick to that, or be current with Physically Based Rendering, which is the latest paradigm for rendering in game engines (mostly)?
If my understanding of PBR workflow is correct, while some of the maps between legacy and PBR workflows share the same name, not all give the same ouput with the same input with their respective shaders. For instance, a specular map using pbr isn't the same as a specular map using legacy. The same with gloss. Really I…