If you reduce color to single values per object (or regions on an object), You are still looking at the base effects of surfaces as a whole. How much light they absorb and how much they reflect back versus angle of lighting and angle of view. Water also changes perceived color from how deep it is and what's floating around…
While I am highly interested in this, the biggest hurdle to me is hosting. Marmoset viewer looks great but some of these files take quite some time to load. When you factor in 4 or 5 textures at 2048 and a heavy mesh you might be looking at 60+mb, right? And that's per view. That's pretty tight on bandwidth. Like I said, I…
@ComradeDispenser Huge thanks for the lengthy post and being "that guy", honestly. I feel it's an artist's purpose to strive to always improve on reaching the highest quality art, but also to be receptive of feedback and flexible to not get too attached to the work they've done. Feedback like yours is exactly what I need…
Yeah, there's some common misconceptions out there, that if you're not using a specific type of input or a specific shader model, it isn't PBR. This isn't really accurate, the points Lee made above are a good start to sort of squash some of those myths, but take a look at the Marmoset PBR tutorials for greater detail:…
Hey fellow users! After seeing all the wonderful forums and community activity, I decided to start a WIP thread for my project. Currently, I am still in the sculpting and hi-poly phase and am pushing myself to get out of that by chipping away whatever I can. My end goal is to get this game ready by the end of February, so…
Thanks for the response @BIGTIMEMASTER Regarding ("Texture size/texel density = metres per uv tile"), I'm not sure how to make my 1 meter objects per 1 UV tile with the equation above because I don't have a texture size/texel density in mind :( For the sake of the argument, even if it is 512, 1024 or 2048. I want it all…
Everybody else has pretty much said all that needs to be said. I would definitely change your website, the layout and presentation of the artwork is terrible. Check out Fausto's layout here: http://www.faustodesign.com/ or Peter Konig's here: http://www.theartofpeterkonig.com/index/ They both have a lot of top notch work…
Hello, So I'm getting into substance painter for the 1st time and I was introduced to this new term: "compute tangent face per fragment ". Now I have found some places online explaining what this is though, I don't really fully understand it and have to do more reading. To give some backstory I'm making a character in 3ds…
Have you textured other kinds of materials before? Are you talking a PBR workflow? If you can identify the properties that define a metal or a plastic or a wood, how do you think a fabric will be unique? It's like anything else I suppose. Look at what the thing is made of and how it is made. Find lots of reference, real…
Yet you haven't pointed towards a single thing other than "higher quality". We get it, you can bounce light around a bit more and it looks pretty. Nobody misunderstood the chart or just doesn't get what you're saying. The argument people are making is that you haven't given any real substance for using offline, and that…