Blender to Quixel/Substance PBR Workflow

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

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