

I see this misconception rearing its head equally as often as the “Why not PBR?” one mentioned above. PBR is essentially a holistic system of content creation and rendering, which can and often does have variances (generally shader models or texture input types) in actual implementation, depending on what tools or engine you use.Īdditionally, loading any old content into a PBR shader does not guarantee physically accurate results. PBR in the most basic sense is a combination of sophisticated shaders that represent the physics of light and matter, along with art content that is calibrated using plausible values to represent real world materials.

I see comments about this regularly on forums, when someone sees an artist creating a specular and gloss map they often ask “Why aren’t you using PBR?”, so lets break down what PBR actually is. There is a lot of confusion in terms of what physically based rendering actually is, and what sort of texture inputs are required in a PBR system.įirst off, using a metalness map is not a requirement of PBR systems, and using a specular map does not mean an asset is “not PBR”. That combination has never given me any problems, however, be aware if you’re using layers, make sure that none are recording during the export process.Before we get started, I want to clear a few things up. obj file and use the default settings from ZBrush. Once you’ve polypainted your mesh, export the model from ZBrush. But feel free to use colors here to paint an elaborate polypaint for your mesh. This allowed me to easily change the overall colors in Toolbag (shown later). I used black and white values to paint tattoos along the nose, lips, ears, and eyelids. Some ZBrush features to use would be auto-masking, various alphas and brushes, and the layer stack.

You will require dense enough topology to work with polypaint. For those who are not familiar with polypainting, it involves painting on a 3D mesh without having to first assign a texture map. The polypaint workflow is the quicker and easier workflow of the two, which simply involves painting the ZBrush sculpt using polypaint. For demonstrating my polypaint workflow, I’ll be using a 3D character I created based on a 2D sketch by avvou.
