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File: tokarev.jpg (173 KB, 1911x1006)
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It's been a long time since I've delved into modeling for games, what's the current workflow for the new PBR based engines? How do I paint this shit without it looking like ass?
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>>700403
First-install Blender 2.8
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>>700403
>How do I paint this shit without it looking like ass?
Install substance painter.
Bake textures to 2k or 1080.
Throw on a smart material.
Edit the smart material so it doesn't look like you just threw on a smart material.
Throw on some alphas/dirt/wear.
Dont use blender unless its a hobby.
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>>700403
>shading tab
>if its metal, set metallic to 1, if its not, set it to 0
>insert noise
>rotate and scale it
>plug into normal and roughness
>choose a base colour
>go texture paint
>paint on a few highlights with a grunge map

done
or just export to substance painter like eveyone else
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>>700408
>>700410
It's a hobby. I'm not going to pirate or pay for products from shitty companies that embed telemetry.

>shading tab
>if its metal, set metallic to 1, if its not, set it to 0
>insert noise
>rotate and scale it
>plug into normal and roughness
>choose a base colour
>go texture paint
>paint on a few highlights with a grunge map

Ok but then how do I get the generated maps out as textures to use in the game engine?
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>>700411
ngmi
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>>700411
What do you mean by
>Make a texture, ok, but then how do I get the texture?
Read up on PBR the engine of your choice uses, and prepare the maps. Sculpt the details and bake the normals if you have to. There's a million ways to generate diffuse, top 3 being hand painting, projection painting and crafting the map from textures placed to match the UV unwrap. When it's done it's done - press f3, save as .png and there's your map.
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File: Lanch2.jpg (396 KB, 1594x1070)
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Texturing is a complex operation, you should read a manual.
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>>700407
I did, it was complete and utter shit and didn't even expand on any of the old tools.

>>700895
I meant how to extract shader generated maps into a baked texture, but I think I have a handle on that now.

I'm going to hand paint the textures, but blender utterly sucks for it. It's an absolute fucking nightmare to figure out why it's doing shit sometimes/ be able to tell if it's glitching out.
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>>700407
>>700403
First install a software that isn't completely useless
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>>701162
Like what? Blender works fine for modeling and baking, but it's texture painting is on MS paint level. I need something like GIMP in 3d.

Oh and it has to be free.
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>>701164
>I need something like GIMP in 3d.
Blender fits that bill perfectly.
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File: noise.jpg (53 KB, 1320x842)
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So I've got this noise node mixed in with a bunch of other shit plugged into the roughness on the principal shader. How can I bake this into a rougness map that I can use in the game engine?
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File: htnk6r9edql31[1].png (2.81 MB, 1920x1080)
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>>701164
I did some GIMP texture painting. It didn't turned out amazing.
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>>700403
>modelling guns
that's a big yikes, sweaty
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>>701909
>being triggered by an inanimate object



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