How/what software was used to create PBR textures in the 2000s? For example, Iron Man. The reflective metal is something I've always been curious on how it was done for the time period. Another example is the older GTA's and Half-Life's. How do these textures look so real on the colormap alone?
if environment cube reflections been added to spec/gloss I saw no much of a difference with PBR contrary to all those before/after pictures . And it had been sort of more flexible. No special hacks was necessary to fight this PBR plastic look on flat 2d grass base for example. You could use whatever Fresnel style mask you…
Alias Maya and Kinetex 3Ds Max as they were before Autodesk, offered built-in baking. Its still there now Render to Texture afaik its called where you can choose types of maps you want to bake including lighting. Unreal Tournament baked lighting info on the base texture to have that distint look. Below is an example,…