With PBR materials, the 'shinyness' comes from two maps now, rather than just a specular map. There's the Metalness map (which affects how 'metal' the texture appears) and the Smoothness map (which affects how 'smooth' the material is. A MUCH better explanation here, haha.

Setting up physically-based materials and baked lighting in Unity 5

With PBR materials, the 'shinyness' comes from two maps now, rather than just a specular map. There's the Metalness map (which affects how 'metal' the texture appears) and the Smoothness map (which affects how 'smooth' the material is. A MUCH better explanation here, haha.

Rocks_Tileable_Texture by *eolneth on deviantART

Rocks_Tileable_Texture by *eolneth on deviantART

Cremuss' handpainted

Cremuss' handpainted

Texture hand painted in photoshop for Balmorra.

Texture hand painted in photoshop for Balmorra.

New Life: Handpainted Environment - Page 2 - Polycount Forum

New Life: Handpainted Environment - Page 2 - Polycount Forum

Handpainted Tileable Textures by Mad-Owl.deviantart.com on @DeviantArt

Handpainted Tileable Textures by Mad-Owl.deviantart.com on @DeviantArt

handpaintedtextures_Stone_texture_pack1_tr.png (512×512)

handpaintedtextures_Stone_texture_pack1_tr.png (512×512)

Grand's Obsessive Rayman Compendium

Grand's Obsessive Rayman Compendium

Chew Magna Fortress, UDK - Page 3 - Polycount Forum

Chew Magna Fortress, UDK - Page 3 - Polycount Forum

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