Hey Guys, I'm making A next gen 3D environment from a mattepainting I did. the whole thing is going to be in Unreal 4 so it's going to be in PBR. This is the mattepainting I made and my reference for the environment.
In my last study for PBR production, I used Blender for modelling phase and Unwrap the model, Substance Painter for texturing, and Marmoset Toolbag 4 for render.
been working on the textures a fair bit. Still going to need to do a lot of work obviously, but I'll get there. This is all handpainted with baked lighting, there's no pbr reflections or anything
A little something i made to get acquainted with Substance painter. It's a daaaamn good tool man. completely loving it. Low poly (ish) model with normal maps and PBR in substance below. Hi-rez sculpt from zbrush.
PBR: DSD1 Dwarf Spider Droid as seen on the battle of geonosis Classic specular diffuse: AAT from one of my favorite movies episode 1 Lambda class T-4a shuttle
I've been working on a rifle for real time use. Around 13K tris. Manually PBR textured for unreal 4. Critique is very welcome of course :) [SKETCHFAB]a66b52ede9af472a9a9e0946154d603c[/SKETCHFAB] Here are some WIPS This is the finished highpoly:
Looks extremely good, but why don't you use metallic for all metal parts, like the gun metal of the barrel for example (trying to better understand PBR myself)?
Added a bit more edge loops, looks like it needs more but that'll do for later. Now experimenting with TB2 shaders, its awesome playin around with PBR.
Here is my most recent piece I finished. I wanted to focus on pbr workflow and learning Substance Painter with this. Rendered it in UE4. More renders on my ArtStation.
*UPDATE* I wanted to try a new and better way to do Texture, then I sculpted it in Zbrush with dislpacement modification. All done in Zbrush and Photoshop. Rendered on Marmoset in PBR!