3rd Party Models/Media Chat / Interesting vid on pbr workflor

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granada
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Posted: 31st Aug 2017 01:01
Thought you might find this interesting, basic info on PBR Workflow

Texture Maps Explained - PBR Workflow

https://www.youtube.com/watch?v=PjGCtnEDDeU&feature=em-subs_digest-vrecs

Dave
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GraPhiX
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Posted: 31st Aug 2017 20:31 Edited at: 31st Aug 2017 20:52
thanks for this very informative and helpful

I have had some success with unwrapping my models and also PBR texturing them I tried substance painter and Quixel Suite 2, think I will stick with Quixel I like the way it works

Once Lee has settled on a PBR format I will post some of my free models PBR textured
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Belidos
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Posted: 1st Sep 2017 15:04 Edited at: 1st Sep 2017 15:05
Thanks for the video, i'll check it out tonight.

I have to admit i haven't a clue about PBR, i've tried to learn about it but it confuses me a bit, not so much what it is or how to do it, the fact that there's so many variations, and it all depends on what you are using it for is why i get confused.

For example a Unity PBR work flow when using substance painter contains if i remember right 3 textures with an optional fourth, but an unreal work flow in substance painter contains 5 texture with a few optional, added to that for each of the different texture types in PBR there are different naming conventions depending on what you're using it in, they're the same textures but they're called something different (something like a metallic texture can be called shine, or reflection etc.)

I can never remember which is which. So i'll be holding off learning PBR until it's confirmed which textures and what naming format Lee will be using for GameGuru so i don't bog myself down with learning things that won't be usable here

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granada
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Posted: 1st Sep 2017 15:28
I to am waiting to see what format he will use,not sure which is the standard if there is one.you will then be able to pick the export option from whatever progran you use to suit GG .

Dave
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Wolf
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Posted: 10th Sep 2017 08:54
PBR is far more delicate than previous DNS shading. (Which, in my opinion, is not all too inferior).
The texture maps have to be made with skill and leave less room for generated textures or artists-error than normal and specular mapping did.
I am, however, very interested in seeing what our 3d artists will come up with but am not sure I'll switch anytime soon.

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