Even before the PBR workflow went mainstream, I found the existence of the diffuse/albedo texture made more sense, when you think of its relation to local light sources. No object in life is naturally brown, blue, purple etc. What we're seeing are rays of light hit an object and then it bounces back into our eyes. It's why…
I did a revision on the geometry and I'm happy with how everything is dividing and smoothing now. I started sculpting some of the rust in but it raises a few more questions. Up until this point, all the rendering I've done has been in UE3. I know for UE3 you want to exaggerate your normals a bit to help the readability.…
I've had the same problem as Nazeil when exporting my final textures running CS6 x64 (Java updated after the last Quixel update, yesterday). In my case, I was using the Generic PBR (GGX) calibration profile: Error from Photoshop: "Error 8800: General Photoshop error occurred. This functionality may not be available in this…
Those textures are incorrect for how Marmoset is set up. First and foremost there should be absolutely no lighting information in your albedo texture, by definition that is what an albedo texture is. I would highly recommend reading these posts by marmoset, and really understand the information.…
Your proportional relationship from the concept to your model don't look 100%, but with that deadline I'd be content to get it finished any way I could. Top wheel on side shape is too close to edge, bottom shape on side view (looks like a turtles face) is a different shape. Few other oversights across the form. I'm not a…
The texturing could be improved on this. You should be studying PBR http://wiki.polycount.com/wiki/PBR Also, maybe I'm totally wrong here. But, should you really include a tutorial piece in your portfolio. The rendering on everything you do seems weird. For example, No offense, but why include this. You have mostly props…
[ Job no longer available ] Hi, I am looking for a 3D artist to work on a spaceship for "Project SAI", a 3D space adventure game for PC. The artist will be provided with a rough prototype 3D model that I made to find out the right shapes for the ship, and to test the placement of weapons and various equipment. From this,…
LATEST UPDATE: ________________________________________________________________________________________________________ I'm a huge fan of the anime Gintama and decided to try and recreate the interior of the main character's house. My main goal of this piece is to get used to UE4, and also the PBR texture pipeline. What…
I was hoping to get some general advice for creating scratched metal textures for PBR specular workflow. I know that generally metals will have a dark, nearly black albedo, and a relatively bright specular. What I'm not entirely sure of is what a scratch would look like across those three textures. I assume that scratches…
hmm, the renders seem like everything's pretty "dry" in the textures. It almost look like there's little to no variation in the roughness or metallic textures, and the normal might need a bit more "pop," do you mind posting those as well? Maybe it's just because the current render doesn't have any IBL/cubemaps or…