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…
Looking at the artstation, I don't think you are lacking for any technical implementation. Could be a billion other reasons, some in your control, many outside, as to why you miss the job and test-giver says whatever they say. But the question has led to some great tips anyway. My point is just that I wouldnt take this…
If they can't point out exactly why it is not PBR exact I'd suspect it's BS. I wouldn't take every piece of feedback you get at face value. They may have just hired somebody else for whatever reason and wanted to give you some excuse to politely let you go. I mean that's a lot better than ghosting at least it would…
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…
There are a few things at play here IMHO. - On one hand, the feedback they gave you is meaningless (litterally), which indeed could suggest that it is just an excuse for them to not give deeper feedback or the actual reason for rejecting the test. - On the other hand, you textures *are* odd. Simply looking at the little…
For me representing a material job without an environment and lighting/shadows is wrong. Don't know why everyone is doing this. You never get "real" look that way . I would keep hdri background at least. The second thing IMO is a bit overdone look. Comes often from Substance painter . You can't fight an urge to use all…
That's an example of totally different highlight spot intensity in Evee( left) and Cycles (right) with random asphalt material from Megascan . If you try it in Substance OpenGL vs Iray the difference would be even more drastic. All same material , light ,exposure , tone mapper etc. I see same difference in almost every…
Well the implementations depend, you can distinguish different BRDF implementations Marmoset looks very plastic-y and juicy, unreal / Unity hrdp similar but a bit less with their GGX implementation. Cryengine has a more flat and realistic look with a better diffuse model I assume but which also might look more "boring".…
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…
Sure thing! https://www.artstation.com/nealadam It has to be said that this is no render but just a screengrab from substance with no AO applied. The text and screws should be within the limits poopipe posted above. Might be that the screengrab is messing things up. But thanks for the feedback! Oh, you might be getting…