@MM thanks for sharing the script man can't wait to try it out Still getting use to PBR so I decided to make an asset that 95% texture work and I figured what better way to learn how to use pbr than texturing a pbr can. Its still got a long way to go and when I'm done with the clean version I'm thinking of doing a rusted…
Metalness maps have little/nothing to do with PBR really, its just a different way to pack the content. If you don't want to work with the metalness workflow, just use a standard color specular map. Metalness maps are not "more pbr" than full color specular, they're just more efficient as you can pack them into an 8bit…
I am really new to PBR and I was wondering, do we still need to "neutralise" albedo (diffuse) textures with inverted hue specular for non metals? Or is that now thing of the past?
Modo user here also. As much I love Modo's renderer I feel it will be somewhat neglected from now one. :P Here's first test with textures in Toolbag 2. Next up, diving into PBR.
Really enjoying the Toolbag 2! I've been doing some more assets to get used to PBR. Here's something I did the other day and posted earlier on the WAYWO thread. I bought Unreal Engine 4 and I'll use that for full scenes, but I will still use TB2 to check all my assets before bringing them there and also for the smaller…