I am quite new with PBR material - it’s really awesome! At the moment, I think I am struggeling with the correct textures, especially the color channels and their switches with roughness / metallness.
This is what I am trying to achieve:
I made a greyscale and normal version for the polishing,
I cannot show here because of the new user restriction, but you will see them in the playground.
I created an appropiate UV Map for the object.
So far so good. What I struggle with is: I think I would need a correct metallness / Roughness map for the lighting and/or antristophic light? I think I will be able to create Red/Green/Channel maps with layers in Affinity Photo - but so far I am lost… it looks “ok” with albedo texture but I just used it to test the UV mapping.
- What do you masters of the pbr think should be done to get better effect? I tried bump, but I don’t think its correct since it’s not acutally uneven material
- Is there a way to let the shadow not get specualar at all? It gets lightened like it’s not there from the environment
Of course I got a playgound for you to just tweak some values and not build anything:
Addition regarding inspector:
Unfortunately in my case the inspector simply “closes” when I try to play with my PBR Material “Stand” / “Shell” … is this a knowing bug? Whats wrong?