Jump to content

Consensus on PBR yet?


mm137

Recommended Posts

I've been snooping through a bunch of specular maps trying to get a handle on exactly what's going on with regards to PBR shading. It seems generally to be red channel = roughness and green = metalness, right? Is that where we are at? How different is this from specular/gloss? A lot of the "chrome" mods that are everywhere lately seem to take wildly different approaches to specular - some do the all black diffuse/all white spec, some have much more complex stuff going on. Bethesda's specs seem to have greyscale in the alpha for some reason...

 

I'm just trying to nail down a good technique. The real reason I ask is that I've been trying to make a version of my black and white pipboy texture that subs out chrome for the white parts (because people keep asking) but I just can't get the big knobs to look right. The screws and rivets and nuts all look fine, but the knobs look kind of weird and plastic-y no matter what approach I try. Anybody got a bead on this? Do the knobs somehow use a different material file or something?

 

Thanks in advance. Hope I'm not going over old ground here.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...