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Riddell

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Posts posted by Riddell

  1. Hi guys and gals, sorry for the long delay. I've been away from PBR materials for a while learning UE4. The webserver that I was using to host the PBR materials became corrupted which is why I had to take it offline. I should be able to re-upload the 3DCoat extension file which contains all the Smart Materials shortly and work on getting everything else back up and running shortly.

    • Like 1
  2. Hi folks, hope everyone is having a good weekend.

     

    I've been pretty busy (or lazy?) this week so haven't had a chance to spend much time with 3DC so just a single new Smart Material this week - silver foil
     

    silver_foil_preview.png

     

    I have however spent a bit of time fine tuning some of my older smart materials which have now been updated and I've refreshed all of the previews with higher quality versions.

     

    http://roughmetal.duckdns.org/

     

    Stay tuned for more!

    • Like 1
  3. Hi nwitchell, I have been practicing with the PBR smart materials for a good few weeks now and have been able to achieve much higher quality by using a combination of high resolution textures and a nice high resolution mesh/UV. Are you painting directly onto Voxels or do you have a nice UV map that you are working with? If your UV map is stretched and distorted your painting will look ugly.

     

    Looking at your first image, it looks like you have a bit of distortion/artifacting in your mesh.

     

    Here is an idea of the kind of quality that can be achieved with 3Dcoats Smart Materials: http://roughmetal.duckdns.org/assets/img/metal_raw_worn_full.png

     

    Another user of the forum has literally hundreds of awesome Smart Materials available as well if you are interested: https://gumroad.com/michaelgdrs

  4. From what I've heard/heard, my understanding of how metalness should be treated agrees with Digman - the metalness map should be primarily black and white with some areas of grey suitable for areas of dirt/dust/rust etc where there is a transition between metal and non-metal.

     

    From one of Marmoset's excellent PBR articles:

     

    For metallic surfaces – pixels set to 1.0 (white) in the metalness map – the specular color and intensity is taken from the albedo map, and the diffuse value is set to 0 (black) in the shader. Gray values in the metalness map will be treated as partially metallic and will pull the reflectivity from the albedo and darken the diffuse proportionally to that value (partially metallic materials are uncommon).

    ...

    PROTIP: Metalness maps should use values of 0 or 1 ( some gradation can be okay for transitions). Materials like painted metal should not be set to metallic as paint is an insulator. The metalness value should represent the top layer of the material.
  5. Thanks for the kind words!

     

    I wasn't sure what the "correct" way was to deal with pure metals/dielectrics so decided to use a black (or white) map in the appropriate channel, however now that you mention it, I could just use the percentage slider in the SM editor which would save a bit of space. I think I'll start doing that for future.

     

    Texture compression is something that I would like to reduce as much as possible. I tried converting a few RAW textures to both JPEG and PNG at 2k however I didn't see any noticeable compression artifacts so just went with JPEG to save a bit of space. Perhaps I should take another look.

     

    I've been experimenting a bit today with "wear" effects on wood so should hopefully have a few more available next week. I really need to stop just making wood materials, but I find it too much fun working on wood!

  6. Hi Folks.

    I have been slowly but surely learning PBR workflow over the last few weeks and seeing as there isn't many resources for free smart materials, I thought some people may find use in the ones that I have been making and will continue to make. To be clear, I am still very much a newcomer to the 3D scene but wanted to give back something in return for all the help people have given me so far.

    Here is the new link to my full set of my PBR Materials: https://drive.google.com/uc?export=download&id=0B3JVfUcxeTJtNzFtVVNVeWZ6Mk0

    Let me know if you run into any issues or have questions and I'll try my best to help.

    Cheers!

    • Like 8
  7. Hi all,

     

    I'm finding that when I am modifying certain settings (condition mask & edge scattering) the PBR preview window looks much better than what actually gets applied to the layer. For example, take a look at this image (http://i.imgur.com/WmViPKk.jpg). On the right is what my PBR preview window thinks the material should look like and on the left is what actually gets applied. I've made the condition layer red to highlight the issue easier - you can see that there is a lot more variety/detail in the preview compared to my model.

     

    Is there anything I can do to make my paint more like the preview?

     

    Thanks.

  8. For the last few weeks I've been researching PBR and trying to make realistic textures in 3DC, some I'm really happy with, some less so. One thing that I wonder about however is how you are supposed to generate the correct maps, other than the albedo/diffuse? For example, my general process has to to source a texture file online, remove as much shading information as possible and then make it tilabe.  For generating the displacement, roughness, metalness maps etc, I'm really just desaturating the albedo and modifying the curves.

     

    I know there is software like bitmap2material which generates the maps for you however even they are a "best guess" and don't reflect the actual surface properties of the input material. Looking at the (excellent) PBR tutorials on the Marmoset website, how are you supposed to generate maps like this: http://www.marmoset.co/wp-content/uploads/lenstextures01.jpg

     

    I was also having a check on this Unreal thread about PBR workflow and I'm stunned at the quality of textures that people can create. Do you think it's possible that 3DC's PBR painting is capable of producing such high detail? Looking at the rock textures, how on earth do you get that much displacement without sculpting?

     

    Thanks.

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