Our studio is new to Unreal, we come from the Unity side of things. Currently struggling to create convincing realistic props with PBR glass that looks good in realtime in Unreal. Any advice, marketplace shaders, workflow tutorials. Anything you can share will help!
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 12 567 tris + LOD Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
Hi dear reader! I think I'm done with the sword (please give feedback if there is something wrong). Next step for me is to take the sword to 3d coat and retopo and then to substance painter and give the sword some nice pbr textures!
Hi all, reactivated a dormant account to post something I've been working on as I've been learning the ropes of character art and particularly PBR workflows. :) Found an awesome Big Boss concept by Trent Kaniuga and thought it'd be perfect for skilling up! model
FBX doesn't support Physical Material from Max. It only support Standard, and only some of the texture inputs. glTF however supports Physical Material setup for PBR textures & data, so that might work better for you.
Nowadays, platform / software combinations are varied across the board, therein alternatively utilizing smart phones as one feasible option for those on a budget: (Short environment prop tutorial) 1 - Preparing The Mesh 2 - Creating A PBR Material And LODs 3 - Assembly In Unity
So using PBR Metal Rough defaults, I add the RGB+A, drag the opacity channel into either slots and select all the options (I've had multiple attempts at it). Then I've tried exporting everything and no opacity map comes out at all.
haven't updated in a while, sorry! "life" gets in the way.... anyway, I've been updating some assets for PBR, and I finally got around to finishing my old Mauser C96. here's the shotgun and the mauser in unity. hope you like it!
Lighting and environment is everything in a PBR pipeline, so it would make sense. For metallic things, make sure the object has something to reflect in the environment and make sure you have a reflection probe or multiple of them close with a fairly tight radius.
Learning Substance Designer this week made me super happy, and it's so damn cool that I love using it. Kinda reminds me of UE4's material editor made sweet sweet love to photoshop and had a mad PBR baby.