Going a little PBR crazy, tons of revisits to textures I've been working on, really opening my eyes to how fast and easy this process is!

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Samurai robot character model, suitable for both game asset and subdivision-ready for films or close up. Comes with full rig in both Maya file and Blender file. PBR textures in 2048*2048 quality. https://t.co/Yp36ESlZpU

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PER?PBR?
わけわかんない

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Working with some PBR texturing lately, this stuff is awesome! Def adopting more of it into my regular pipelines!

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Scrappy little guys. ⛏️

https://t.co/u9sicZsJ6d

More inbound, with many others being added every single day to the world’s largest library of real-world scanned data.

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Super time! working on the face today, just the base colour at the moment, going to be putting in some pbr stuff later

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I have a serious question.

Why Dreamworks haven't released original Shrek with new technologies such as PBR, SSS, HDAO and ray tracing?

I mean they probably still have files for it, just rerender it on new engine.

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Substance(PBR Spec/Gloss) → Unity(UTS2)
当然、金属のDiffuseColorは真っ黒なので、UTSのBaseMapにはSpecularMapを挿して見た目調整しています。他に正しい方法あるのかもしれないけど…

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Created a musket for a new project and it turned out really nice with new PBR settings.

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PBRのノード組みあがりました。こくしさん、これで合ってますか??

SubstancePainterでマテリアル作り、それをBlenderでテクスチャ読み込みをしました。まだ、どうしてここでこの設定???と分からない事だらけですが、何とか行けたかな??

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