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Bioshock Big Daddy Drill  - Real-Time PBR Remake by Kimmokaunela Bioshock Big Daddy Drill  - Real-Time PBR Remake by Kimmokaunela
I played Bioshock Infinite BaS Ep2 and I just had to do something. Here is the big daddy drill in Marmoset Toolbag 2. I think Im going to make a Bioshock themed UE4 scene.
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:iconkaos88888888:
kaos88888888 Featured By Owner Jul 18, 2014  Student Digital Artist
Hey man nice work! you used DDO? you know how to create PBR textures whitout DDO?
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:iconkimmokaunela:
Kimmokaunela Featured By Owner Jul 18, 2014  Professional Digital Artist
Thanks! I never use those softwares because they take all the fun out of texturing. It´s very important to be able to create PBR textures without DDO or any other package. Of course if you want to do something fast and don´t want to tweak stuff then DDO is pretty sweet but for personal studies I prefer my own workflows :)
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:iconkaos88888888:
kaos88888888 Featured By Owner Jul 26, 2014  Student Digital Artist
I agreed...i never used DDO i don' t like his ''presetsy workflow'' and i m searching for methods for making PBR texturing manually, any important advise? what are the principal maps i need to make? example: diffuse, gloss/specular, reflective. I' m very interested lately because unity 5 will come out soon and i' m a dev team trying to make out a game (we need years of course for a good game), unity will support PBR shaders and global illumination :), please teach me mastah :'( low resources on the internet sadly
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:iconkimmokaunela:
Kimmokaunela Featured By Owner Jul 28, 2014  Professional Digital Artist
Well PBR is pretty easy and pretty hard. I recommend to start reading this: docs.google.com/document/d/1Fb… and then continue with these www.marmoset.co/toolbag/learn/… and this www.marmoset.co/toolbag/learn/… They are telling pretty much the same thing but I think it´s a good idea to read all of that so you can form some kind of base for further learning.

So you need Albedo map that is basically telling what is the color of the object. Stuff that is conducting electric current have different Albedo values and stuff that don´t conduct have other values but I suggest you look for some value charts because every material has it´s own values. Do not bake any ao or other stuff here because it will conflict with the scene lighting.

Then you need Specular map that is telling how much of the incoming light will be reflected back. You can also use Metalness map like the UE4 uses so you are just telling what parts of the model are metal and what not. Much easier imho. Again use real life values here to get right results and avoid adding too much noise or any other details here.

Then you need Glossness or Roughness map that is telling what kind of reflection the model has. Is it very rought or mirror like. Here you can but lot of details. Glossness and Roughtness are pretty much the same thing expect they are inverted

Normal map works pretty much like the old way so no black magic there.

Depending on the engine you use you may need to create cavity or other maps for creating small shadowing or subdermis and epidermis maps when you are working with SSS shaders.

Hope this helps!
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:iconkaos88888888:
kaos88888888 Featured By Owner Jul 29, 2014  Student Digital Artist
thanks alot! :DD
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:iconkuzy62:
kuzy62 Featured By Owner Apr 25, 2014  Hobbyist Digital Artist
Nice!!!!
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:iconkimmokaunela:
Kimmokaunela Featured By Owner Apr 25, 2014  Professional Digital Artist
Thanks!
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:iconsketchfab:
sketchfab Featured By Owner Apr 24, 2014
Wow, great job!! It would be great to see this model here in full 3d - you could upload it to Sketchfab, and then embed it in full 3D in your journal here on DA: sketchfab-3d.deviantart.com/jo….
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:iconkimmokaunela:
Kimmokaunela Featured By Owner Apr 24, 2014  Professional Digital Artist
Thanks! I give it a try!
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:iconsketchfab:
sketchfab Featured By Owner May 5, 2014
Great! Let me know how it goes?
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