I’ve been doing game art for a while now, but it occurred to me, other than texturing in Substance Painter and Designer and making sure my blacks don’t go below 30 RGB and my whites don’t go above 240 RGB, I’m not sure what else I need to be doing to make sure I’m staying within PBR specs. For things like foliage, I’ll…
One crucial aspect a lot of artists struggle with is gamma color space vs. linear. Both are used in the same PBR material, depending on the input. Took me a bit of head-scratching to get it. Another key concept, understanding Metalness. It's not a reflection control, don't use it to make glass "better" or surfaces shinier.…