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granada
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Posted: 29th Oct 2017 23:38 Edited at: 30th Oct 2017 19:35
I made a couple of floor textures,trying to get ready for the pbr update









Still experimenting






Dave
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TazMan
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Posted: 30th Oct 2017 10:52
Looking good Granada
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Posted: 30th Oct 2017 14:57
Super nice textures. I'd like to see how they turn out in GG but very good job detailing.
GraPhiX
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Posted: 30th Oct 2017 20:42
Awesome work Granada the details you have in the normal map is brilliant
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wizard of id
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Posted: 31st Oct 2017 14:26
You need to play around with the gloss (roughness map) and metalness , Right now there isn't much there....

You definitely need moar gloss and metalness
Quick example of PBR in guru, this is just an example, of an 2 polygon mesh with a custom corrugated texture
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granada
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Posted: 31st Oct 2017 14:39
Thanks guys
Quote: "You need to play around with the gloss (roughness map) and metalness , Right now there isn't much there....You definitely need moar gloss and metalness
"


I was looking for a less glossy look,I have noticed a lot of people are going over the top .some times I think less is more emagine a corridor floor tiled with these ,if they are very glossy it would be like walking over a mirror (just personal choice realy )

Thanks for the comments though much appreciated

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mguy1122
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Posted: 31st Oct 2017 14:48
Nice work!
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wizard of id
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Posted: 31st Oct 2017 16:35
Quote: "I was looking for a less glossy look,I have noticed a lot of people are going over the top .some times I think less is more emagine a corridor floor tiled with these ,if they are very glossy it would be like walking over a mirror (just personal choice realy )

Thanks for the comments though much appreciated

Dave"

You need to tweak it according to the material, for example untreated wood will have almost nothing, a face brick wall will have some gloss, a metal plate will have gloss and metalness. The problem is your not making use of the gloss or metalness at all and basically wasting the shader resources as you can render the floor with the normal shader and it will look exactly the same.

The idea with a PBR shader is to allow you to see the different materials on one object, with the second floor for example, it has 4-5 distinct materials which means you can have varying degrees of gloss and metalness, it will also allow to add a mask in the gloss map to add scuff marks or scratches to the floor in specific areas of the map you can even add a dirt mask and it would be excluded from the gloss map rendering and add far more detail.It does require a color ID map to isolate the specific sections of the floor. You definitely wasting shader resources mate

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granada
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Posted: 31st Oct 2017 16:52 Edited at: 31st Oct 2017 16:53
Quote: "The idea with a PBR shader is to allow you to see the different materials on one object, with the second floor for example, it has 4-5 distinct materials which means you can have varying degrees of gloss and metalness, it will also allow to add a mask in the gloss map to add scuff marks or scratches to the floor in specific areas of the map you can even add a dirt mask and it would be excluded from the gloss map rendering and add far more detail.It does require a color ID map to isolate the specific sections of the floor. You definitely wasting shader resources mate "


I understand what you are saying but this is the look i was aiming for with these panels.with other parts it would be a different look .




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wizard of id
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Posted: 31st Oct 2017 17:29
Used the map above as a quick example It's not over the top and brings out the floor more.

Notice the various gloss levels



Removed the gloss almost entirely from the middle it's there but very subtle
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granada
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Posted: 31st Oct 2017 17:41 Edited at: 31st Oct 2017 17:43
A quick glossy one for you ,i can see what you mean .





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wizard of id
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Posted: 31st Oct 2017 17:55
No problem mate I just thought I would point out it's the whole point of the PBR shader you can even add a dull shine that simulates light refraction by turning down the metalness a lot, most objects have some sort of light reflection imagine low sheen paint vs gloss paint

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granada
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Posted: 31st Oct 2017 17:59
Quote: "No problem mate I just thought I would point out it's the whole point of the PBR shader you can even add a dull shine that simulates light refraction by turning down the metalness a lot, most objects have some sort of light reflection imagine low sheen paint vs gloss paint"


That's interesting ,and thanks for the tips .

(and post more of your work, i look all the time for updates )

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Posted: 31st Oct 2017 20:24
@Granada - you got the PBR bug now don't you LOL
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granada
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Posted: 31st Oct 2017 21:21
I am Happy playing with this at the moment,Working on these files sure is memory heavy.





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granada
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Posted: 9th Nov 2017 23:08 Edited at: 9th Nov 2017 23:11
old container model.




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GraPhiX
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Posted: 10th Nov 2017 12:29
WOW that is awesome the detail is amazing well done Granada
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Posted: 10th Nov 2017 14:36
O_o this is actually AAA level graphics, never thought I'd see the day lol
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Posted: 10th Nov 2017 15:09 Edited at: 10th Nov 2017 15:10
what are the settings for pbr? is it like image_g etc or are there certain colors you have to use etc. Thanks
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mguy1122
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Posted: 10th Nov 2017 17:53
Very nice model! Looks like it's uncharted 4 quality
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granada
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Posted: 10th Nov 2017 18:07
Thanks guys I enjoyed making it

Quote: "what are the settings for pbr? is it like image_g etc or are there certain colors you have to use etc. Thanks"


You will be able to use pbr when the new update is released.the exact format is still being worked on.

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granada
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Posted: 12th Nov 2017 03:22
Another pbr experiment







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granada
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Posted: 12th Nov 2017 21:18
Wall mounted fuel dispencer ( i think )







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granada
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Posted: 15th Nov 2017 13:43 Edited at: 15th Nov 2017 14:01
Another go at this







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Posted: 15th Nov 2017 14:21
nice work Granada
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granada
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Posted: 17th Nov 2017 22:52
Old abandoned generator (needs more work)



Dave



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granada
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Posted: 19th Nov 2017 01:39
Made a new version today, this one is 3773 faces.







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Wolf
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Posted: 19th Nov 2017 15:01
Wow! Thats an amazingly clean UVMap

Really like your work Granada! Its quickyl improving too.
granada
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Posted: 25th Nov 2017 20:25
Another model





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Posted: 26th Nov 2017 03:47
These are great-looking models, Dave. Nice work.
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granada
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Posted: 7th Dec 2017 19:19
Thanks Gtox

work light

[img][/img]

Dave
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granada
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Posted: 7th Dec 2017 19:28
Not sure if i have posted this one before



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these are excellent Granada
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