Category: PBR

Week 2- Tiled Tiling Textures of Tile

Part of my goal this semester is to have a get set of Tiling Textures for my portfolio. Usually when I look into what studios are looking for when it comes to environment artists they all mention tiling textures. What a better way to start that series than with some tiles?

For this first one I purely used substance designer. Future ones I am going to incorporate sculpting and possibly even some hand painted textures.

Week2Graph
Besides this I wasn’t able to get too much done because of the Global Game Jam and it messing up my sleeping schedule. But I did start a really basic blockout of my Throne Room scene. I am still playing with the overall layout and forms that I want the rooms in so it isn’t very impressive to look at right now. Either today or tomorrow I will be posting everything to polycount and linking that on this blog.

Week2blockout


PBR Resource Gathering

THE FUTURE IS NOW!

Or at least that is the way that PBR makes me feel.  As a 3D artist working in games PBR is something I have been devoting a large chunk of my time to. Sadly I have had no projects focusing on using a PBR workflow since most of my work in the last few years has been for Unity and focused towards mobile.

This semester I am finally able to create some PBR work, across multiple projects. I will be working in UE4, and using Maya, Substance Designer/Painter, Photoshop, and Quixel’s new suite.

I also plan on going a bit more stylized with the look, partially because I love stylized texture work, but mostly because I feel this is an area that has yet to be fully explored with PBR and would love to work through it. When most people think of this workflow they think of realism, in fact there was a lot of people wondering if stylized/hand painted looks would even be all that possible.

I’ll just leave this here to answer that: http://www.polycount.com/forum/showthread.php?t=135431

To start out this series of updates I thought I would throw together the resources I have gathered so far on Physically Based Rendering.

The first things I want to list are meant for those new to PBR:

http://artisaverb.info/PBT.html

Both of these are great resources for starting out with PBR and gaining an understanding. Once you have your footing however I suggest you take a look over at marmoset’s website since they they two great write-ups on the subject.

http://www.marmoset.co/toolbag/learn/pbr-theory

http://www.marmoset.co/toolbag/learn/pbr-practice

Another great resource for those looking to dive even deeper into technical aspects:

http://www.polycount.com/forum/showthread.php?t=136390

And the following is more of a “PBR in practice” type section:

https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/

I hope to add more in the future as soon as I have enough for a post.

Next week I will be posting some peoples work I have gathered to show off some of the great work people are coming up with using this workflow.