@rgbeard Nicely done. For some reason, PBR tends to look good when it's glossy. Just check out the Subway scene from UE4 demo package. Remove the glossiness from there and it looks worse. So I think this turned out pretty well. Maybe turn in down just a bit.
If you've got time to do so, could you describe what your engines renderpass looks like? For instance do you use a deferred renderer or a forward(+ maybe?) renderer. How do you create your reflections, do you use PBR? etc. Would be super interesting :)
I never updated when it was finished so just for the sake of completion and in case anyone is interested here it is! It hasn't changed a whole lot since the last progress but I refined things and even retopologized with PBR textures. [SKETCHFAB]9a5e96b575fb4f27937c63b59f03ba3c[/SKETCHFAB] [ame]…
@Brian "Panda" Choi Thanks, I'll definitely look into painting more specular in, along with the hue variance suggestion. Part of the challenge has been finding those boundaries where I need to stop being so realistic while still keeping a sort of a half pbr/half painted look.
Get some more geometry in those bicycle wheels!! I'd also setup the PBR values for your different materials. Even in this stage it will make the whole piece gel a bit more. In the screenshot of the tyres and oil barrels the floor texture is very pixelated. Use tiling textures and blending to get around this :)
Megascans was built to be compatible with everything - SUITE was designed for Windows. We're currently working on adapting it so you'll see it eventually on other platforms. :) Our SUITE programmer had this to say: "It seems the PBR shader is a bit too much to handle for the VM GPU drivers. Lots of unsupported stuff."…
Thanks guys - i improved my scene and think iam calling it done now. Was a great experience - going more to pbr, also next time iam going for UDK or cryengine. Marmoset was so great - but at the end it has its limits (of course) ;) Let me know what you think:
You can find images of "used knives" on google. They will very often contain natural reproductions of wear and tear on metal. If you need more tips on how to texture in PBR, you can refer to this tutorial [ame="https://www.youtube.com/watch?v=ScM9kt_B5as"]www.youtube.com/watch?v=ScM9kt_B5as[/ame]
Hi @marwan568 I'd recommend to shoot top down pictures, that's what work best with such surfaces. Make sure each picture overlap with the previous one by at the very least 50%. The tricky part is going to be the tiling. As for the snow/puddles, I just played a bit with the pbr maps once the texture was done.
Hello ! Thank you @kungfoolai ^^ I'll try ! I'm here right now but not sure I'll do something cell shading, or I'll setup a shader on Unreal Engine.. Maybe I'll do this character full PBR ? Feedbacks and advices are truly welcome guys. Thanks for watching~ Render on Marmoset (Wip)