Hey everyone, I've been texturing hard surface assets for a while now but still run into the same issue, that especially coated metal surfaces (Anodized Aluminium, Blued Steel etc.) get later on critiqued as not quite PBR correct. While this is somewhat of a problem with Metal/Rough where I am not sure how much to reduce…
Unfortunately this is literally the answer. The PBR shading model is only a model, and all models break down somewhere. While technically speaking the anodised surface is a dielectric, you should just treat it like a metal. There is a (brief) thread discussing this here, and I do agree with the final reply that you…
indeed - i read that as spec/gloss workflow, while I tend to prefer the metal/rough (plus dielectric specular) approach it really doesn't make any difference to the end result if we're going to look at the textures, In the specular texture the bulk of that asset wants to be at or very close to a value of 0.5 since that's…
Great tips and great feedback here, really appreciate it! Especially the approach for complex surfaces that normally scatter light sounds good, I need to try that because I run into the problem often. The Bolts are mostly the problem why I posted here. The black bolts are hard anodized and the blue bolt has a normal…
Anyone being dogmatic about surfaces that cannot be represented by the shader you're using is very silly and doesn't know what they're talking about. However, there are some hard(ish) rules metallic specular/basecolor values should never be fully saturated (eg. 255,0,0) minimum valid value for metallic specular/basecolor…
I totally get that the PBR shading model is not suitable for truly physically correct shading of those surfaces if you have to take texel limitations into account. Nevertheless, experienced artists always seem to nail the PBR correctness, which is why I am left wondering if I'm missing a technique or approach that helps…