Well, the reason that my albedo has shades of colors and metal have gray tones, is because I was looking for an unrealistic style, but a stylized point. Now as you say in the pbr it would not be entirely valid, but I understand that it is a trick that I know for some artists.
The traditional specular workflow has been replaced by the metallic workflow in UE4's adoption of physically based rendering. Read through this for clear concise information on how to author, and convert old assets for the metallic worklflow https://www.marmoset.co/posts/pbr-texture-conversion/
So i've done a little bit more work to the scene: Although this is still early days, i'm not all to keen on the textures, and struggling a little bit. However, no PBR, Spec and normal maps have been added yet. Whats everyone else's thoughts?
It will not be baked in to those maps because PBR demands separate AO, but if you want AO you add it at any by choosing Add new map/Ambient occlusion. If you want to bake your AO in to the diffuse, just put it ontop and chose multiply in PS.
Thanks for your answers, @Lamont : True, but the engineers here have still no idea about were we put our feet >< and that's my dilemma. This is for a top quality project, all with PBR and in-house engine wich can be conpared to UE4 in term of rendering quality.
And calling her done! First PBR character in the books, hoping to create even better assets based off of what I learned here! First time using Substance painter and marmoset. Visit Artstation for more views! https://www.artstation.com/artwork/1rVdX
I took a look at the CustomLighting provided and have a few questions: Is the package you linked to also a PBR shader like in the blog? Seems similar effect. Instead of the flat colors, looks like the CustomLighting shader will translate sRGB textures as well?
Samnwck, You can't go wrong with Substance Painter, it's come a long way since beta. Watch these tutorials on youtube: https://www.youtube.com/playlist?list=PLB0wXHrWAmCyJEDZLLQvusBxDbskFmh9K Do yourself a favor and pick it up, it's awesome for game art and pbr texturing.
@Carabiner Thanks! I've made the values a bit lighter to be PBR correct <3 Here's a quick update on the progress i made on the bow. I decided to change the design after experimenting with different options and add some metal near the handle.
modeling wise - you are good. texture wise - you are getting there. But think a bit more about placement of scratches and what materials you are working with. Follow the PBR guides and don't add scratches in concave areas. Also: Sometimes less is more ;)