PBR is a rendering model that is now incorporated into CRYENGINE. This allows us to adopt a slightly different approach to texturing, allowing our textures to function in a realistic way in any lighting environment.
With this way of texturing, we have to make a few changes to the way we work:
The diffuse or albedo map is created just how a map is always created, with a few exceptions to the previous workflow. When creating this map, we must keep these rules in mind:
By applying these simple rules we can create our map using similar methods we have used in the past.
The specular map is used to define the materials, the actual values used are based upon real work physical specular attributes. We need to consider what values we place in the map.
There are exceptions to the rules when it comes to precious stones as they have a specular value over 170,170,170, but this is worth experimenting with.
One consideration that must be used for the diffuse map: all metals are almost black in color, avoid using pure black. But as a rule, we should use a dark value.
In the gloss map, we can add variations to the material and add interesting features to the surface of the model. Now that the specular map is used to define the materials, we use the gloss map to a much larger extent than we used to.
Similar to the diffuse or albedo map, the gloss map is where we will spend a large amount of our creative time. The creation of the gloss map is fun, and it is worth experimenting with to see what different effects you can get.
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