JORGE MONTERO - 3D Artist - Characters & Props Hi! I’m a 3D Artist specializing in character and prop creation for video games. I am currently seeking new opportunities for freelance projects or indie studios. I have several years of experience in the advertising industry, creating 3D assets in various styles: realistic,…
There's no reason that a diffuse/spec workflow would be mutually exclusive to PBR. Cryenegine uses a diffuse/spec PBR workflow, and both Unitry 5 and Marmoset Toolbag support both content standards in a PBR workflow. Nope, you can't use it because UE4 doesn't support reading the content. The primary difference between the…
Don't let yourself be too bothered by exact values for one particular solution when starting out. Those values are meaningless in any other shader than the one you are using. It is better to spend that time understanding the basics physics surface and light interaction. The best points I can give you are: Understand the…
Look at Pixar's films if you want to see PBR that isn't generated from photo reference, and isn't photo realistic. PBR and stylized rendering are not mutually inclusive or exclusive. To qualify as physically based, all you need is a system of shaders that light the world in a physically accurate manner, and a set of art…
Hi! I’m a 3D Environment Artist specializing in environment art, props, and procedural materials for video games. I’m currently open to freelance opportunities and collaborations with indie or mid-scale studios. I have over 4 years of experience creating game-ready 3D assets, with a strong focus on environment design, trim…
Mental ray (never used that one) Offline renderers in general use PBR shaders as the movie guys are a couple years ahead, but it seems like they all use some sort of own interpretation and a lot of different shaders instead of using one master thing and some deviations like we use with our game PBR stuff, which are all…
Hey there! I made this for the weekly weapon contest that happened a while back, and of course I didn't finished in time. There already is a game that this will be use in, so it's not going to waste. Anyways, the biggest objective I wanted to achieve with this model was creating good textures, so this is where I ask for…
Maybe it’s a good idea to reuse some of the louvers to save UV space, so I can scale up the shells even more. I just don’t want it to look too repetitive — so I’ll see how far I can push it. And yes, I’m using a full PBR metallic/roughness workflow. Here are the textures: