Hey all. Doing a combo of modeling improvement and PBR learning. So far just the high poly is done. Let me know what ya'll think! Concept by: zhang pengzhen (check out his spectacular stuff here)
Hi! I created this asset for practise and for filling my portfolio. С&C are HIGHLY appreciated! 2k textures, PBR, 754 tris. https://www.artstation.com/artwork/6aXOg0
Is there any way to see the back of my hair cards in Marmoset? I know in Substace [ainter you can turn on the PBR metal rough apla shader. front view cant see behind hair
With the new PBR system. Do we need to bake Low poly to Low poly AO. I thought this is calculated in real time.Might be a noob question.I am still learning.
Working on this, practicing PBR a bit more. Trying to figure out how to make the yellow bits more interesting. Still working on the handle, and really, all of it. But it's coming along. And without the lights on:
Keep your dark tones above a value of 30 for each RGB channel and you are fine. An easy way to check and correct this is to use the PBR safe color node in Substance Designer.
Possibly a start? http://polycount.com/discussion/136974/pbr-damascus-steel I seem to remember more in-depth conversations about damascus steel on the forums, but couldn't find them for now.
I blocked in the ride. this is fairly what the model will look like except the details & colors which will come in later. The main moto is it try PBR & quixel next up character inputs
I always thought metalness should only be set to 1 or 0 for a material to be PBR, as there is no material that is between a metal and a dielectric. Maybe what you're referring to is a clearcoat layer?