I'm working with the Traditional (old) style rendering technique of using a diffuse/normal/spec in my project. This is not out of choice however. I started texturing my scene weeks before I knew about PBR, and how to use it. So when I was finally lectured about it, I had already created 40-50 textures already. because of this I've decided to carry on creating textures in that way, I don't want to create any contrast between assets. I am however using the roughness in UE4 with a constant to create a "wet" effect on my materials.
I will experiment with PBR in the future after this project, It is however the next gen version of texturing, and is the only way forward as far as I'm concerned.
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