Phil Gosch (SaphireS) writes:
Hey guys and gals!
I wrote a tutorial on a proper pbr workflow for Sketchfab recently. It describes how to go from Blender to Quixel/Substance and further explains how to export and apply your finished textures with Sketchfabs PBR renderer.
You can find the tutorial here.
Hope it's useful, cheers
Phil
7 Comments
Would it be possible to achieve these additional pbr map within Blender? without relying on 3rd party software? and is pbr even possible in Blender yet?
http://www.blendernation.com/2015/05/20/pbr-exploration/ this will allow you to get an idea of how your object will look in something like a "pbr" game engine.
Thanks! I found the cgcookie tutorial, I will dig into it deeper.
Hopefully pbr gets into blender someday.
Hey Oskar!
Technically you can just create/paint each of these textures seperately, inside Blender/Gimp/PS etc.
But to preview your pbr textures you currently either have to use Sketchfab or use a custom GLSL pbr shader inside Blender. The CGCookie tutorial is also a good approximation and I think there's even a custom Blender build with PBR viewport shaders on blenderartists.
PBR shading of the viewport is planned and made possible with the viewport rewrite as far as I know. http://code.blender.org/2014/12/future-viewport-the-design/
I see, thanks for the heads-up! I also thought that creating those maps would not be voodoo magic. I'll check out that custom Blender build if I find it, thanks!
Here's a pbr shader for Blenders GE: http://blenderartists.org/forum/showthread.php?376788-PBR-Shader
Didn't find the pbr viewport build, but didn't have time to search properly, sorry.
Thanks! even more stuff to try out!
I think that's the BlenderArtists thread about the PBR build:
http://blenderartists.org/forum/showthread.php?343278-GLSL-PBR-Shader-for-viewport