Right, PBR does not necessarily mean using a metalness input. More than anything the metalness workflow is a way to optimize the content and is not mutually exclusive to PBR. A full color specular input can be used, and is actually more precise. Though this isn't something individual artist will have a say in, you'll…
Hi Everyone! :) I am starting to work on my D.va Overwatch fanart. I am planning this to be a handpained texture character and bring her into UE4 for rendering. I will keep update the progress here. hope I could receive some input from you guys, I am trying to find a balance between handpainted look and next-gen PBR look.…
According to this guy: http://forum.unity3d.com/threads/albedo-charts-for-pbr.276664/#post-1836486 Microsurface and metallness is engine-dependent, while Albedo and Specular color values are engine-independent - ie the albedo value for gold in one engine is the same as in any other engine. Is this really correct? Because…
edit:Hello, I am rewriting this paragraph because I am now needing something a little different. In the picture below, I am looking for someone who can help me turn it into damaged Gun Metal that looks semi realistic-realistic. Critiques, mentoring, and the like will be your job, until we get the metal looking snazzy and…
Hi every one! I'm totally new on polycount but you've already helped me in the past ::pleased: At work, i'm working on a new pipeline to improve our quality and speed. I already use Quixel at home, so I submitted this software and Substance. My problem is the engine used for the simulator, it only support diffuse map. Our…
Hi all, I have been using Maya's built-in Stingray PBS material and making shader graphs for almost a year now, and I thought I have a good handle on how it's done. But today I ran into a simple issue I couldn't figure out. Let's see some images first: What you just saw is a comparison of the same texture, using pretty…
Hello. I wanted to say that I indeed googled this problem and I know that it is a known issue with several solutions, but I still have a question. I hope that someone will help me here :smile: I need to texture an asset in PBR Specular Glossines workflow, but I also need to use opacity. I tried, to download several ready…
Hello, been trying to figure out some issues I'm having with Mixer/Unity and was wondering if anyone else ran into it or if they know of a fix/solution. The main issue I'm having is that the displacement(Height) map doesn't appear to do anything when I put it onto the shader in Unity. Take a look at this video to see what…
If I understand this page correctly... http://www.marmoset.co/toolbag/learn/pbr-practice Then I think that you will want the fresnel to effect diffuse and roughness/spec since fresnel is light reflecting at steep angles from the camera. Just taking diffuse/albedo into account I think will always achieve a smooth/soft…
Traditionally, 3DS Max has not been very good at previewing what game art will look like in the final game, particularly with the standardization of PBR shading in next-gen engines. PBRTK is a viewport shader for 3DS Max which solves just that! This viewport shader gives you a physically-based shader based on the metalness…