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General pbr

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Thread replies: 29
Thread images: 11

File: trumpetyo.jpg (590KB, 1024x937px) Image search: [Google]
trumpetyo.jpg
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Just finished up this asset, what do you guys think?
3d viewer plus higher res images

https://www.artstation .com/artwork/kGvyA

also general pbr thread
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sculpt op
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>>514455
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File: Cerberus_Front_Pres_01.jpg (759KB, 1920x1080px) Image search: [Google]
Cerberus_Front_Pres_01.jpg
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dumping intense pbr for interest + discussion
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File: nexgen_mv3.jpg (897KB, 1920x1080px) Image search: [Google]
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File: 1456625303703.jpg (157KB, 1131x707px) Image search: [Google]
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File: wyatt-poulson-macroshot.jpg (283KB, 1920x1080px) Image search: [Google]
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File: deen-mugal-render-1.jpg (616KB, 1920x1080px) Image search: [Google]
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aight imma let it die after this
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What do you fags prefer, spec/gloss or metal/rough?
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>>514466
My dumbass likes metal/rough I found it keeps my normal detail crisper
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>>514466
ive found Metal and rough workflow is easier with newer softwares
allegorithmics the shit
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Best tutorials avaible for substance designer? Torrented a few that I think could help me on my way from beginner to advanced, but other than that im not sure
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>>514470
Algorithmic's youtube channel has a metric fuck ton, and their all pretty damn good
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>>514470
Digital tutors, lynda (but yo fuck lynda) 3d motive all have some but behind a pay wall, you can find them online elsewhere though without the paywall
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I will there was one unifying viewport for pbr everything looks fucking different in each program.
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>>514475
unreal is such a bitch for that everything looks so good in substance then bam unreal says nah
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>>514457
Not African enough. Nose bigger, hair curlier
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>>514475

I don't know, are there viewport settings in Substance Painter for different uses like Unity, Unreal etc?

Most important thing with any kind of reflective material I have noticed is to have a versatile environment and good lightning for good reflections. You allways have these HDRi images with nice lightning in Substance. If you are going to drop in some reflective partial in a test scene with a simple sky box and a plane as floor it is going to look like shit.
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>>514465
the distance blur looks too hard where it starts there on the box. weird settings?
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>tfw still no good software to work with pbr texturing on linux
guess I'm stuck with cartoons
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>>514505
>not using windows because reasons
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>>514505
Allegorithmic said they have they stuff already working on linux didn't they?
They are going to release it as soon as they're sure it works well enough
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>>514505
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>>514505
Whats with Mari?
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>>514510
Never heard of it hue.
But thanks, I'll check it out.
Although it seems like a tool for professional studios, not for hobbyists
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>>514477
I'm using substance to texture and craft materials and I run into a similar issue.

I don't know how to make things look as good in Unreal as they do in substance. There's some weird quality about the lighting or something, but I am not sure what it is or how to fix it.
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>>514512
Check out the Unreal Showcase scene, look at what it's setup is, and try to implement it into your scenes

It's not gonna look 100% accurate to Painter, but you can get pretty good results by messing with it
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File: Eb Alto Horn.jpg (214KB, 720x1280px) Image search: [Google]
Eb Alto Horn.jpg
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>>514453

10/10
Would doot doot.
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>>514453

Need to see it with a skull playing it.
Thread posts: 29
Thread images: 11


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