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Cade-Mason

Model development: textures and PBR - Physical Based Rendering pipelines.

Updated: Feb 20, 2021

For the assets I have created in Maya. I need to think about what type of materials for the textures I am going to implement onto my assets. These assets will be implemented into a 3D game engine asset.


PBR - Physical Based Rendering is used for painting textures and materials. Is a rendering and shading system. It is made to simplify everyone's workflow and to make it look realistic.

It can be based on reality but it's not physically there. Furthermore, PBR simplified everything.


Physical based rendering is all about getting creative with textures for 3D assets. What PBR allows you to do is for different lights and the shader responds in an expected way. The shaders are expected to behave in certain manners for lights.


So what advantages does PBR have in comparison to other texturing pipelines?


- Simplifying everything


- Based on real-world charts it has values for certain metals and complete educational guesses on the values of metals themselves. Maintaining accuracy


- Materials reacting to light. What values need to go in where. (refer to point 6)


- PBR allows us to make a few maps. There are different channels for each map. 1 channel = 1 map.


- A key component to channels and PBR is the base colour, albedo and diffuse etc.


The Revolver: Specular for the metal and light reflection. The Unfound Door:

Ideally normal mapping for roughness

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