I was messing around with PBR yesterday.
Can anyone import this into a game so I can see how it looks.
https://www.artstation.com/artwork/BJzK6
Here is the axe .fbx file
http://www.filedropper.com/axe
PBR - Physics Based Rendering
Re: PBR - Physics Based Rendering
OpenMW doesn't support PBR as far as I know.
UPD: Oops, thought this was the first page of the topic.
UPD: Oops, thought this was the first page of the topic.
Last edited by Svetomech on 16 Feb 2017, 14:08, edited 2 times in total.
- MiroslavXO
- Posts: 107
- Joined: 13 Feb 2016, 01:07
Re: PBR - Physics Based Rendering
I know, need MGE XE, but I have no clue how to import custom mesh.
Re: PBR - Physics Based Rendering
Everything you need to know should be here:MiroslavXO wrote:I know, need MGE XE, but I have no clue how to import custom mesh.
Mesh info: https://wiki.openmw.org/index.php?title ... esh_Format
Texture info: https://wiki.openmw.org/index.php?title ... tive_files
Note that if you're using PBR materials it won't pick up on those, only the textures listed on the second wiki page.
Re: PBR - Physics Based Rendering
The download contains an .fbx file I can't open in Blender or convert to other formats for some reason, so I can't get it into the game. I could open it directly in the Unity engine, but there are no textures included, so no PBR either way.
- MiroslavXO
- Posts: 107
- Joined: 13 Feb 2016, 01:07
Re: PBR - Physics Based Rendering
I use latest .fbx that ships with Maya 2017. So I'm using StingrayPBS material and that's probably why you can't open in Blender.
But here is the axe mesh as .obj and all the maps I have created.
http://www.filedropper.com/axenew
So in Blender or any other similar application it should look something like this when you apply material and maps.
http://imgur.com/YXyMRce
http://imgur.com/Lv64i0m
Only problem there can be is that axe mesh needs to be rescaled, I did this just as quick test not comparing the scope and the size of games weapon assets.
But here is the axe mesh as .obj and all the maps I have created.
http://www.filedropper.com/axenew
So in Blender or any other similar application it should look something like this when you apply material and maps.
http://imgur.com/YXyMRce
http://imgur.com/Lv64i0m
Only problem there can be is that axe mesh needs to be rescaled, I did this just as quick test not comparing the scope and the size of games weapon assets.
Re: PBR - Physics Based Rendering
PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:
P.S.The only feature I would like to see is subsurface scattering maps.
P.S.The only feature I would like to see is subsurface scattering maps.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: PBR - Physics Based Rendering
It has many limitations.Ignis wrote: I think, current OpenMW render is pretty nice.
Re: PBR - Physics Based Rendering
Unless you want consistency. PBR is intended to better model how light actually works, so there's less guesswork involved in generating the values, and it reacts appropriately to changing environments. You can make a screenshot using the old standard pipeline look just as good as a similar screenshot that uses PBR. But move around the objects and change the lighting, and PBR will retain appropriate lighting behavior and still look accurate, while the non-PBR results will need more tweaking to make it look right again.Ignis wrote:Also, old reflection/glossiness pipeline is much more easy to work with.
- MiroslavXO
- Posts: 107
- Joined: 13 Feb 2016, 01:07
Re: PBR - Physics Based Rendering
I guess it's personal preference, but I really think you are wrong here, especially for the first two sentences.Ignis wrote:PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:
P.S.The only feature I would like to see is subsurface scattering maps.
It gives you super and easy workflow, plus accuracy.