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.
you can't without painting it as a separate polypaint file or subtool. for specular that's kinda redundant now with PBR workflows as skin has a constant value. also: Pfft, will get you ignored in the future real fast.
The Substance Indie Pack is currently £94.99 (Includes Substance Painter, Substance Designer, Bitmap2Material and 30 PBR Substances). (Edit: NanoTurtle already posted but heres a link anyway :P). http://store.steampowered.com/app/287280/
Looking forward to it matey. If you're just looking to do a diffuse only model then I would go with 3DC. If you wanna PBR it and make it look nice and lit, then better to go Substance, imo. Enjoy
Thanks for the quick response! I checked this morning and the issue was I was working with textures exported using the PBR preset. I plugged in the Arnold set I had already exported and boom! fixed it. aha :# Thanks again!