Has it really though? You have Perna here, one of polycounts best telling it to you straight, and I really really hope you are listening. He can seem rough on the edges sometimes (I've read just about everything i can find that he has taken the time to write), but he truly only wants, not for you to improve lick…
Oh yeah sorry, it's not the decal tech. Yes, they are talking about using PBR. We have a bunch of PBR info on our wiki, should help explain what it is and how it works. http://wiki.polycount.com/wiki/PBR
I wonder if and how much people use such thing to kill plastic look PBR often makes in something like 2d "grass bed" material or dirt. What's called specular level before, or simply specular in Unreall . We had sort of huge rise in highlight brightens a while ago like what Ultra shader setting makes in SPainter .…
yeah substance is great, but PBR has a downside PBR have no Refractive channel so it cant do some glass material, it have a opacity channel but when u do a glass with opacity channel it seems fake, hope in the future PBR can support Refractive material with IOR
Damn, this is looking great! Can you tell me, where do you get your PBR valuse for albedo/reflectivity, etc ? Im trying to approach into PBR, and Im looking for global chart of PBR values. Where did you get yours ?
Continuing what sltrOlsson said, it doesn't look like you understand the PBR workflow. Check out these posts on Marmoset's website, as well as the reference links they post. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
If you want to create assets for newer games and engines (like Unreal Engine 4, CryEngine, Unity 5.0 or Unity with Skyshop), learn PBR. http://www.marmoset.co/toolbag/learn/pbr-practice https://www.marmoset.co/toolbag/learn/pbr-theory http://www.polycount.com/forum/showthread.php?t=136390
Do artists typically use scanned materials and/or photo-sourced texture libraries in the industry? Is this the case for both PBR and non-pbr workflows? Thank you. Handpainted - such as World of Warcraft, League of Legends PBR - such as Remember Me, Metal Gear Solid 5, Killzone: Shadows Fall Photosourced - textures used…