Depends on the pipeline and how the AO will be used. If you are doing a PBR pipeline the AO is correct because it is an indirect lighting mask, and when direct light hits any part of the model the AO won't do anything. So even if the lighting environment changes, the AO is still correct.
.nl, Can I suggest you put what you think needs to be in one of these "other" engines into this Torque 3d thread: http://www.polycount.com/forum/showthread.php?t=143512 There are some programmers dedicated to making it better. PBR and possibly even GI are already in da works.
1. traditional polygon modelling 2. sculpting 3. retoplogy 4. baking 5. PBR texturing 6. modern realtime rendering, post, etc. 7. do it all again, and again, and again until your work is super tight and optimal, and of course very pretty.
Block in done! Some proportions are off, but it will have to do for now, I found reasonable averages. On to Steven's bedroom! ... I have also realised that I really need to work on my PBR skills so I am about to start a second project too.... model
That's great news. I'm glad Unity will have native PBR and realtime GI support. That's exactly what I've been looking for with my project. There are a few other things though that I wish they'd implement native, such as volumetric particles and dynamic fluid simulation like oceans.
Thank you very much! (: It's much better than the vehicle asset I made before it, but I still have a long way to go. Hoping to get the hang of PBR and UE4 for my following assets. This is the concept art I worked from And here's the modular list
It's more important to worry about having good topology and edge loops for animators, than it is to have characters in the exact polycount range new games are using. Also I'd worry about making some characters that use PBR before worrying too much about polycount.
really really great works ! stylized pbr is my most favorite thing! btw i've been getting 403 forbidden from any links/images from omnomworkshop for a while now, so any image from the first post failed to load, is it just me ?
Thank you so much guys for this valuable information and yes, I do agree with @Fabi_G about the isolated look. It's a bad habit of mine to just rush it all at the end and just get the render done but I certainly will work on the story telling aspect as well. Btw, what do you mean by "use all PBR maps"?
The color of your model changes because the model lacks polypaint data, or you have polypaint disabled. The default color that most matcaps work with is white, so have that color selected if your polypaint data is off/nonexistent. Symmetry is per SubTool. Switching to a different SubTool will require symmetry to be toggled…