Hey Guys! I made some updates on the scene, add more trash on the ground and new signs and posters to the store fronts. But the most important update is the PBR valitator that I used on the project made by Harrison Eilers. It's a post processing material that give the information of wrong values of color and roughness.…
So i just finished the HP for this HK 23 for a metal gear fan art im working on.. Just applied some basic arch design materials and 3 free lights as a 3 point setup. and played around with the camera angles a bit. Then threw it into my portfolio base and organised the images... Not fully finished and obviously want to…
I think your idea to create a second portfolio sounds great! I can see how it would be hard to start completely over. Just wanted to chime in on this point -- if the whole point of game art is that it should be viewed in real-time, in a game engine, then it's really important to show the art in that context. If you're…
The high poly looks good, though the edges are way too sharp. It was never going to bake well. What did you render the low poly in? It looks flat shaded, has really hard shadows and has pretty bad aliasing. I'd render it in marmoset, if you're not already. Take a look at this:…
For me i am still learning about shaders in maya and that so i am lost where to start which makes everything harder to do. I learned that 2016 maya has PBR shader in it. I tried to add the PBR shader for the other maya but i cant find out how to add it to maya at all. My knowledge with this kinda stuff is limited as i cant…
Corridor UE4 Realtime Lightmass practice Lightmass in High Settings PBR Metal/Roughness pipeline for game projects - [Maya - Zbrush (optional) - Substance Suite - UE4 / Unity / Marmoset] not an archviz so I keep the textures and lightmap sizes optimal for a game This month I`m updating my PBR Metal/Roughness pipeline by…
Well, to be completely honest, I'm not nearly that technical. Just like most PBR tools, it smashes down to one cost filtered through the BRDF. What that really means? no idea. that's over my head. lol Tech artists are better equipped to answer that. I would suggest learning substance designer or DDO or both. It's the same…
Well, i cant recommend duping the albedo. I recommend the metalness map here. And for making a spec etc. start with sections filling in basic parts then go back and make it more complex. Also. study other artist in PBR and look at there maps and study how they look. Also, the albedo. remember. your paints are pretty white.…
Good for a learning project. What did you render this in? Blender? That is not ideal for presentation. Use Unreal or marmoset or 3Do. The quality of your render is very, jarring. When presenting renders post various shots then one with a wireframe. Only showing the textured LP is difficult for the viewer to critique. Only…
It's also just that with PBR texturing the maps become much more abstract. We all used to be able to see at a glance if a diffuse or specular texture would work well, but now with PBR that's much harder (I often get this feeling it will look bad, when it doesn't). That's why you need these new, better tools to create…