WORLD DESIGN THEORY - BLOG POST #5 - simple architectural pbr materials - conrad turzynski14/5/2017 This week we experimented inside unreal engines blueprints editor and how to set up basic PBR materials. We took two simple tileable textures (wooden floorboards and concrete) and managed to create four textures, two of them made entirely within the editor with no use of external maps (Glass and metal) aside from a grunge map. Examples of each map and their blueprints are below. This is the first time i’ve made textures from scratch just using a few basic images. Grunge maps were and entirely new concept to me, and the possibilities these contain are really excited. We also touched on texel density briefly, which was also useful. Metalness and roughness seem to be the most important aspects with PBR materials, and trying to fine tune them to achieve a believable result is challenging. I found that by tweaking them until I thought they were done, and then decreasing the intensity of all of my maps by about 20% gave me nice subtle, believable textures. Adjusting values inside of the node editor, instead of having to go backwards and forwards between software was also a really nice thing to learn. The possibilities are seemingly endless when it comes to PBR materials, and it’s really fun getting them to just the right levels. |
World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
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