Hey Guys, I am creating a couple of PBR textures, and I was wondering if there is a specific way that you generate texture maps? If so, I would be grateful if you could provide some advice. Feel free to critique these as well. Cheers!
GameTextures announced they are adding PBR materials to their line up "Over the past few months we’ve been hard at work on the newest technological hurdle the game industry is facing. Physically Based Rendering." The offical announcement can be found HERE We're talking about HERE
UPDATE hi, I found this nice concept from Chris Drysdale on deviantArt ( http://spex84.deviantart.com/ ) Looking for something simple for my first PBR attempt concept And a quick blocking
Hi guys, I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an…
So Torque 3d MIT is aiming for full PBR implementation soon. I'm on one of the test branches currently supporting it. It will be using the metallic/roughness workflow. Anyhow, with the reflection map system that is being used relies on Torque's old system of giving the engine 6 different maps that it will combine into 1…
Hello
everyone! My name is Ilia (TeslaBerserk), and I'm a 3D character artist. I’ve
worked on hand-painted textures and 2D art in the past, and I’m
also a professional miniature painter, primarily focusing on
Warhammer 40k. I've
been a dedicated fan of the Warhammer universe for over 20 years, and
creating a servo-skull…
I have a question about pbr workflow in quixel. Lets say I grab a texture of window draps. Then I run it through ndo for a normal map and then create a AO based on the normal map. For the diffuse map do I then take out the lighting information of the original image as much as I can?
Decided to do an experiment with a more handpainterly style, while retaining pbr rendering.It's the first time I'm doing hand-painted textures or stylized assets in general. This is the result: [SKETCHFAB]76319a67ecc64fe5b5734fd7b0e4bc3f[/SKETCHFAB]