Hello!I was wondering why some people create the face without following the standard PBR (Roughness/Metalness).It's possible? I mean.. of course you can do it in Marmoset but in a studio it would be possible? And for example, if you have a head where it has some hard surface bake it and you want to use Roughness/specular…
Oh, looks like I misread your original post. What do you mean by non standard PBR? Using the Specular Reflectance workflow? Personally, I'm so used to working following the Metalness workflow, I'd have to look up Specular Reflectance. Maybe you find some information relevant to you in the wiki: Rendering Maybe you could…
I was reading a couple of things to get better idea about these two workflows. So.. the point is, when you told me poopipe about colour texture for specular reflectance you were meaning to use a value color between 150 - 255 to be considered Metallic with Specular, right? When you told me that i was lost because for me it…
Hey Fabi, thanks for answering. I see.. in my case maybe you can help me is because i have a sci-fi head in Marmoset that i use roughness and specular (instead of metalness, you know that you can use just one option there.. ) so.. how can i use both in this case? Should i make it the texture face just with metalness?…
You're using metal/rough workflow in painter and trying to make it spec/gloss in marmoset You need a colour texture for specular reflectance and you need to change your painter file to support it - it not particularly difficult but first you'll need to understand what the difference between the two workflows is. That's…
there's literally no difference between the output of the two models if you include a specular level with metal/rough - the only difference is which texture the information lives in for something to look like a metal you require a specular reflectance value of >150 sRGB as input. that is defined in: the basecolor texture…
I was reading all the articles and with the explication of poopie beside the articles, now i can understand the difference between them.After read them i started redoing the metal again and now i have a good result like a want from the beginning. Thanks all of you for use your time to help me, i really appreacite.Cheers!
You can represent metal using specular/gloss model easily Put black in your diffuse texture and a bright value in the specular reflectance texture. Something greater than around 150 in value will be a valid metal - strictly speaking it shouldn't be a perfect grey and should not be fully saturated but that doesn't matter.…
Good skin requires subsurface scattering. https://marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/ I think you still don’t have a good understanding of the two main PBR workflows: metal-rough, and spec-gloss. I would suggest reading up on how these work. https://marmoset.co/posts/pbr-texture-conversion/…
Hey guys, i have been testing with specular/Gloss for the metal but i don't get the result that i want. I think i missing something. Poopipe, when you told me about add a value around 150 where i supposed to be added that? I substance i can add just max 1. I was wondering when a person creates something like this, Which…