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Posted (edited)
3 minutes ago, Steppenwolf said:

The crevices on the basecolor look pretty dark for a pbr texture. That's what the ao map is there for. The new hbao node does a very good job for that. Under PBR Utilities you can also find a PBR Albedo Safe Color node that you can plug in before your basecolor output in case you're unsure if some values are too dark or too bright.

Thanks, I didn't know much about this. I only knew certain value ranges aren't good for PBR. Also I know I made it in the PBR workflow (because I've never made a Substance that way) but the diffuse I ended up blending a lot of stuff into it so it looks good in CS:GO as well. I'll post a screenshot of it in-game soon

Edited by Vorontsov
Posted (edited)

I'm trying to get going with @Yanzl's Source Shader but it seems to me that the diffuse isn't showing properly.

For instance when I use @Motanum's example substance it looks like this:

source_shader.JPG.f35600c86880eda825083945ee1a9286.JPG

while I'm sure it should look like this

3ojlXUZ.jpg

 

Apparently it works fine for everybody else so I'm obviously doing something wrong.

Hint requested.

Edited by esspho
Posted (edited)

Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys.

 

pW8bXgE.jpg
 

Z79WIim.jpg

 

gqAHsvs.jpg

 

7kQWvPf.jpg

 

Jc16H6f.jpg

 

RdPBc5T.jpg

 

zaEqAxq.jpg

 

4pzqEdv.jpg

 

There is more, I just dont want to spam with a ton of images :)

Also wanted to thank the other level designers and environment artists that made the levels awesome!

 

edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk)

 

Edited by LATTEH

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