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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