hey awesome work man! I am bit confused on the whole PBR thing maybe u can give a little insight since you are using PBR in your project. Where does all the detail go one formerly put into the Spec map? Does that go into the roughness map now? and what exactly does one put into the Reflective(/Specular) slot? haha I just…
Beautiful stuff Kimmo! Any chance we could get a PBR texture breakdown on those pliers? For inspiration maybe watch 2001 Space Odyssey, Even Horizon and random old Star Trek stuff. I find I have to push through when inspiration lags but having a film playing that I've seen and is of the same genre/style to what I'm doing…
I have had this idea for a long time now. I started to model these models a year ago but now I have time to hopefully finish this. Idea is to create 1980 style space station. I also want to model and texture as modular as possible and maybe even do a little Unity game where you can move in zero gravity. Like the title…
@Aerashi Thanks, nice reference movies. Even Horizon looks very interesting! Pliers textures are really fast and dirty. This is just a small prop so I didn´t want to use too much time. Using photoshop filters I could do these maps in about 10 min. Normal map has a very small noise layer overlayded in about 5% opacity that…
Thanks! It took me a little time to really get into this whole shading system. I studied a lot and watched some real materials. I think I got it but I could be wrong :) So basic idea is that you don´t bake stuff into texture maps like before you did. Right values are the key for realistic results. The main concept is that…
@Argent Thanks! It´s not easy to light this scene with a single IBL sky. I have a very dark sky right now with just a few bright spots. It´s doing pretty good job for sort of ambient light and give some nice reflections. I however would like to have a local IBL that will affect on a small part of the scene and not for all.…