@99499 Really generalizing here but... In the late 90's and early 2000's (back when I started with game mods) there was the diffuse workflow. Diffuse is the color texture with static highlights and shadows painted in. It was really common to use photo mashups as a base texture and paint over everything to unify the static…
Honestly between you and me(and a lot of other artists judging from their Sketchfab/Marmoset viewers) not a lot of people really follow the "physically correct" way of doing things. For example, the coating of gun metal(parkerised or blued) aren't really supposed to be "metallic", and metallic materials aren't supposed to…
To build on Eric's point and to confuse the issue further... Conductivity of iron oxides and iron phosphates: If we're speaking in general terms: rust is red iron oxide Fe₂O₃ (near non-conductive) and bluing is black iron oxide Fe₃O₄ (conductive). So (in broad terms) assigning a metallic value for bluing (magnetite) is…
As pior implied, you really only need to know the hows to create assets. That is knowing what maps you need for an asset and how to make them. For pretty much 100% of instances you will need: - Color map. This is the flat color of your asset. There shouldn't be any shading in this map unless you're doing something…
So if I'm understanding correctly, PBR and diffuse are just different styles of lighting to achieve different looks? How can you identify diffuse and specular just by looking? I'm new to this subject so I'm still trying to understand it among other things. Any resources I can learn more about these would be helpful as well.
Also, FF Dirge of Cerberus doesn't look like PBR at all, more like old-school Diffuse- Specular. I'm finding it difficult to see any Specular at all, actually. It looks like most of the shading is painted in the Diffuse. You could do similar style scenes in PBR, but if you really want to match that game, use the old…
In your second screenshot, the barrel on the right makes it pretty obvious to me that the game is using old-school diffuse-only texturing. The copper bands have a painted highlight and painted shadow, which are the same all the way around the barrel, and the same on both bands. There's an overall darkening of the lower…
@Eric Chadwick Ah, I understand now, its definitely diffuse now that I understand that. @icegodofhungary Epic toast broham. Thank you very much for your easy-to-follow insight, it is greatly appreciated. I'll definitely be using this as a reference post.
In my experience PBR in games is just a way to make texture art fool proof for an expense of a bit extra atmosphere heating by video cards . So it's inherently supposed to be less theory involved and just as simple as pior said . It's before PBR when you had to figure out how much darker diffuse color of a metal surface…