These are some links I've found very helpful when discussing PBR theory. They all cover slightly different things, and some (especially the articles by Sebastian Legarde) are more in-depth than others. https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/…
Thanks Shiro, It's far from perfect, but I've learned a fair bit about PBR. From what I've read about coloured spec maps and non metallic materials (dialectric's) you need to neutralize your hues in order to get the correct spec/reflection. It seemed to provide the right result, but I'm not 100% sure it's correct. I'm sure…
Substance Painter and Marmoset Toolbag are the 2 best bakers for game artists, at least in my opinion. There's some pros and cons to each. Painter is an excellent texture package, and baking in your texturing application makes a lot of sense workflow wise. You can also do some projection tricks with Substance, but requires…
Firstly, and I know it's not an answer to your questions, but if you don't have a specific need to bake in Maya, don't. Use xNormal or Substance or Marmoset or whatever. Something dedicated to doing the job. You'll get higher quality results that are actually synced to modern game and rendering engines, with less…
The first thing that stands out to me is that you're getting details projected across multiple meshes. For example, the handle is projecting onto the main briefcase body. This can be mitigated in several ways, but my preferred method in SP is by using name matching. The following page from the official Substance Painter…
I'm evaluating Marmoset toolbag for purchase and I've run into some issues... It seems that the brightness of a directional light doesn't change the appearance in the viewer at all. 0 or 100, it doesn't changel. In the attached image, the brightness it at 4 yet appears dimmer, If I lower it to 0, it still appears the same.…
Some of the materials in DDO give different default results based on the project being spec or metal based. I'm curious, according to an article on Marmoset website (http://www.marmoset.co/toolbag/learn/pbr-practice), both specular and metalness can be PBR accurate. When selecting these materials in DDO, which version is…
Yess! My man! I’m an environment artist with a background in organics. There are not many problems left that I would not myself try to script around, but the biggest choke point for me has been retopologizing and adding UV seams to lowpoly organic models. I'll use these rocks as an example: When I do a highpoly to lowpoly…
Today i drop this bomb. Some Features : Bake incredible normal maps and target the engine of your choice compatible with GGX and metalness workflow. *** Optimize GGX reflections for Marmot toolbag, or Unreal Engine 4 using engine target presets, and some more support to come for ( maya/stingray, unity, cryengine) ****…
PC wiki is a good place to start: http://wiki.polycount.com/wiki/Texture Also 100% worth reading (but don't get too caught up on technical terms when you're still learning the very basics) http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice A quick way to get a "hands on" view…