Free Models and Media / Sandstone Structure PBR

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JPH-GAMES
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Posted: 17th Feb 2018 17:49
Small gift, DDS and FPE files for Sandstone Structure PBR.
Small adjustments are necessary depending on the nature of the sky and the ground.

good fun

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MK83
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Posted: 18th Feb 2018 02:50
thanks
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JPH-GAMES
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Posted: 18th Feb 2018 08:10 Edited at: 18th Feb 2018 08:16
Do not forget to back up your PFE files before installing the new ones


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JonRobbo
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Posted: 6th Mar 2018 10:49
Looks better but what do all the different textures actually do and how do you make them? I am trying to learn blender and I notice that some pbr entities have specular, some have metalness and what is an ao texture ?
Belidos
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Posted: 6th Mar 2018 11:02 Edited at: 7th Mar 2018 06:26
Quote: "Looks better but what do all the different textures actually do and how do you make them? I am trying to learn blender and I notice that some pbr entities have specular, some have metalness and what is an ao texture ?"


There are two primary methods of PBR (there are variations, but these two are the common methods):

1. Spec/Gloss: This will usually include a Diffuse or Albedo, Specular, Gloss, Normal, and Ambient Occlusion
2. Metalic/Roughness: This will usually include a Color, Metalic, Roughness, Normal, and Ambient Occlusion

There are also additional maps you can use, such as height, detail, glow etc.

With GameGuru, we have two rendering methods, the first is the basic non-PBR which consists of Diffuse, Specular, and Normal (with additional options for illumination and cube maps), for PBR models we use a Metalic/Roughness method with a little twist, the Roughness map is named _gloss, but is actually a roughness map, and the metalic map is named _metalness in GameGuru. It is not good to use metalic and specular maps at the same time as it can cause some shading issues.

Height maps, although added to the PBr workflow in GameGuru, as far as i know don't actually work yet (confirmed as not working by Lee 6th March 2018), and i'm not sure if _ao is added yet (confirmed as working by Lee 6th March 2018).

So what a PBR model should have for GameGuru is:

_color - this is your base coloured texture


_metalness - this is a standard metalic texture


_gloss - this is actually a roughness texture renamed to _gloss


_normal - this is your normal map


_detail - this adds fine detail scaled and tiled across the model (can also with some shader adjustments be used for illumination which we don't have a separate texture for yet)
I don't have a detail texture example

_height - a height map (confirmed as not working by Lee 6th March 2018)


_ao - ambient occlusion, basically the shadows in cracks and corners etc. (confirmed as working by Lee 6th March 2018)


Result in GameGuru:



and what a non-PBR model should have in Gameguru:

_D - this is the diffuse texture



_N - this is the normal texture



_S - this is specular texture



_I - this is an illumination texture (optional)
_cube - this is a cube reflection map (optional)

Result in GameGuru:



The two methods should not be mixed.

I'm pretty sure that is how it currently works, unless it has changed again since i last looked, if i'm wrong please point out where

JPH's model looks great for now, because it doesn't have any shiny parts (being rough stone) and the specular texture is being ignored, but if he had shiny parts they wouldn't show shiny (well a bit maybe because he has the _gloss but not as well as it should) because he is missing the _metalness texture. He has also spelt the height texture wrong, he's put _heigh instead of _height

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JonRobbo
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Posted: 6th Mar 2018 12:25
Thanks Belidos, I need to make metalness instead of specular then ? I'm still not 100% sure of the gloss texture, when you say roughness what does it actually do ?
Belidos
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Posted: 6th Mar 2018 12:34 Edited at: 6th Mar 2018 12:44
The roughness is a black and white image that denotes how rough or smooth the surface is, it's almost identical to a gloss texture except the black and white is reversed. In GameGuru the _gloss texture is called _gloss, but it's really a _roughness renamed to _gloss.

The guys who created substance painter did a great video explaining hw PBR works and what the textures are:


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Belidos
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Posted: 6th Mar 2018 13:56
Quote: "Thanks for posting this Belidos, it's cleared up one or two things for me too, you could say I've just had an epiphany."


No problem, i just hope i'm not working from out of date information, things can change quite quickly around here, and i have to admit, it's been a few weeks since i even looked at it.

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LeeBamber
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Posted: 6th Mar 2018 16:20
Yes, the advice is correct I can also confirm _AO works as intended too, which is an ambient occlusion map which you can use to add light independent shadows and greases into your local model. The _HEIGHT does not work yet, but we are holding that in reserve for when we play with displacement maps and parallax shaders (performance drainers as I call them).
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Belidos
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Posted: 6th Mar 2018 16:25 Edited at: 6th Mar 2018 20:57
Excellent, thanks for taking a look for me Lee, much appreciated, when i get time i will reformat it into a post if its own with a little more detail and picture examples so we have a reference post if anyone wants to know.

Edit: added some image examples.


Sorry to hijack your thread JPH, that wasn't intended, I was just answering question and when Lee confirmed me answer I ran with it lol

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granada
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Posted: 6th Mar 2018 23:35
Nice one Belidos thanks for taking the time to post this .

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JPH-GAMES
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Posted: 7th Mar 2018 07:59
For PBR I use MindTex 2, is on steam, not always easy because the difference between the rendering of MindTex and GG is quite large.

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Belidos
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Posted: 7th Mar 2018 08:12 Edited at: 7th Mar 2018 08:13
Yeah, that would be because mindtext uses a different renderer to gameguru, you'll almost never get them looking exactly the same in GameGuru as they look in other 3rd party software.

Although the fact that you have specular texture instead of a metalness will also account for some of that difference, although there is reference to specular in the gameguru renderer for PBR, it doesn't use it, the texture needed for PBR to work properly in GameGuru is _metalness, also the _gloss in GameGuru is not a _gloss texture, it's actually a _roughness texture that has been renamed to _gloss, we're effectively using a metalic/roughness workflow with our own naming structure.

Just a heads up, mindtext is a good program, but it's been abandoned now and there won't be any new updates. If you find it doesn't serve it's purpose any more at any time, i would highly recommend OldPmans Normalizator (available on Steam) as a substitute for someone on a budget.

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JPH-GAMES
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Posted: 7th Mar 2018 19:19
Thank you Belidos for this information.

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JPH-GAMES
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Posted: 8th Mar 2018 17:43
find attached the files corrects.
thanks Belidos for the corection

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Belidos
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Posted: 8th Mar 2018 21:36
No problem, glad I was able to help, also glad Lee was able to confirm I was giving the right advice, I always worry that I'm giving out old information and somethings changed sincentre i last checked, that's happened to me a few times and I've felt a right twit. At least now we have a direct confirmatoon on workflow from Lee now, so we can start working on pbr models properly now

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