It died down because it's pretty easy to have a synced workflow now. PBR and reflections show sync errors worse than before so it's still very important.
Awesome news. Congrats to the peeps who won. Now its time for the good beer >.> no more Milwaukee's Best for these folks no sir, time to break out the PBR. :D
I feel like it's reflection is too nice. You should rough the PBR value a bit. Maybe this is just an illusion I'm seeing, but it feels a little mirror like.
The block out looks pretty good to me :D great choice for a portfolio piece I think. PBR is pretty awesome! Are you going to try Substance for the materials?
Progress on the texturing, using the PBR to practice/learn it to use it for next projects. The flat wall is almost done, need some last tweak. For the other one it's just the beginning.
In spite of its name; it's not absolute. The gradient should also be visible with a cutout map. If what othyz above says doesn't work, have you tried other materials like the PBR materials?
Testing the Stingray PBS material in Maya to add PBR textures for Painter, using it on the apple, torch & arrows, only wish it could use packed textures. Working on the base in zbrush
The per-pixel bitangent regeneration happens with Unreal. That's why you need to tick the "Compute Per-Pixel Bitangent" option in the Mikk plugin settings for xNormal. When it comes to baking, it's already been regenerated per-vertex because that's what Mikk does for normal maps (via cross product of the normal and…