Good skin requires subsurface scattering. https://marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/ I think you still don’t have a good understanding of the two main PBR workflows: metal-rough, and spec-gloss. I would suggest reading up on how these work. https://marmoset.co/posts/pbr-texture-conversion/…
Hello!I was wondering why some people create the face without following the standard PBR (Roughness/Metalness).It's possible? I mean.. of course you can do it in Marmoset but in a studio it would be possible? And for example, if you have a head where it has some hard surface bake it and you want to use Roughness/specular…
Hi! If the question it is whether it's possible to use mask defining the specular amount along with other PBR maps, sure it is. Iirc, when you leave the specular input empty in Unreals material editor, it will default to a value 0.5. In a project environment, there's likely some rules or pre-built base materials to use. If…
Oh, looks like I misread your original post. What do you mean by non standard PBR? Using the Specular Reflectance workflow? Personally, I'm so used to working following the Metalness workflow, I'd have to look up Specular Reflectance. Maybe you find some information relevant to you in the wiki: Rendering Maybe you could…