I was wondering - if you do a low poly, do you bake down your procedural materials since Modo now supports PBR? or do you bake just normals, masks and then do the rest in PS/wherever?
very low poly with PBR Texture do not mix so well. In my opinion do not Sci-Fi things just because it is in a Sci-Fi Scene. Try to model some High Poly Models and Bake them.
Yeah I have started doing just that in my newest project ed_3D. Cheers for the advice! Bus and shield was done in Marmoset Toolbag a while ago. I don't think at that time it had PBR workflow. Thanks guys!
hehe :D yeah its Harbinger that has the eyes and no front leg. Yeah I'm gonna try to do that! taking it small steps at a time, trying stuff and see how the maps work together with PBR :)
Thanks, Colton. Yeah, game ready character, or kinda... idk yet about the resolution because the main plan is to make a good marmoset scene, as close as i can to the original concept, but using a stylized PBR.
Hey guys and gals, today I continued tweaking and started modelling the different parts of the Space Marine. still very early but I think its coming together, cant wait to see this sucker in PBR!
I've only worked in games but it seems to me that with games turning to PBR, the workflows are now more similar than ever being that's what film CG uses, the core difference still being realtime for games.
Hi DarkEdge, Right click on the reflectance color -- this will bring up the Quick PBR menu, from which you can switch the base reflectance of any material at any time. I hope this helps! - Teddy
3ds Max, Photoshop, Unreal Engine 4. Some of the base textures started off as DDO as I was still learning PBR when I started this project, but those got painted over quite heavily.
_S looks like two textures stored in one bitmap (channel packing) so it could be glossiness and metalness? You should be using the Physical Material in 3ds Max, because these models probably use PBR.