While the Principled BSDF shader isn't here (in the official release), there's a way to emulate\approximate PBR in Cycles in @JedTheKrampus's thread: http://polycount.com/discussion/152769/jeds-tutorial-spot There's also this list of tutorials: http://polycount.com/discussion/154788/blender-tutorials
I think the general thought here is if we had known in advance we would have stuck with Unity 4 and introduced a PBR workflow into Unity 4. We are far to far down the line in production with unity 5 now to switch back.
I'm available for 2018 contracts. Anything from envrironments to characters, diffuse only mobile to AAA PBR spec. Contact me at justin@artbyjustin.com A few recent things: Haunted Idol for Creativerse - diffuse only Player body for VR game To The Top
thank you so much guys for crits. i realized after i posted the character that it isn't done completely. again thank you guys, i'll be posting later or tomorrow, hopefully finished version. oh and monophobe, yeah it's pbr and marmoset.
@VonDoom Yes, you can preview your freshly baked maps in MT3's viewport with flat shading, which is a neat feature. And naturally you can put those maps to texture slots of the material to see how they behave with PBR as well.
Oh wow, I had no idea this was a repeat concept! Pretty interesting scrolling through that old thread and seeing some of the previous results. Should be interesting to see the differences now that we're working with PBR workflows. Thanks for pointing that out!
Steps done, mainly textured in Substance Painter. Fun times, Cant wait to get done with the rest (now that I have figured out how to use this beauty <3 ) This is textured and already retopologiced and UV'd with PBR 4k triangles.
so i reworked all the materials today to better fit with the pbr workflow since there were a lot of things that bugged me out and the updated marmoset viewer https://www.artstation.com/artwork/squirrel-rider feel free to critic and comment :)
3DMotive has a very good one that is still relevant today, it is for UDK though so when it comes to implementing the materials you'll have to adapt it for PBR. Edit: Also check the foliage section of the Polycount Wiki, it's full of useful info.
Marmoset all the way! :) wanted to make sure I knew both methods of pbr, so this is using spec/gloss and everything else I've been doing is Metal/Rough. can't get the logo to render but will put it on there for the final image