Physically Based Shading For Artists

Published February 14, 2014 by Andrew Maximov, posted by AndrewMaximov
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Hello Ladies And Gentlemen! I'm happy to present you here a quick yet thorough introduction into the world of next gen physically based shading made specifically for artists. My only hope in doing this is that more artists get to worry less about technical issues. Believe me, core artistic values will still be key in the coming generation of computer graphics, so just listen to this and forget about it until you get an actual tool to test all your new knowledge on. Concentrate on colors, lighting and composition instead and when the time comes you'll harness all the next gen awesomeness to do something truly outstanding! Regards, Andrew [media]
[/media] P.S.As a bonus I'm giving away a next gen asset with some hints on how to author the maps: [media]
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Azaral

Interesting stuff.

Combining this with your other video on ditching diffuse maps could yield some startling visual effect I think. If only I knew more about shader programming (I've done precisely zero).

February 14, 2014 03:39 PM
AndrewMaximov

Thank you very much Azaral!

You should start with node-based shader creation tools like in UDK or Unity(plugin). It's really not that hard to get into but really opens your mind to the possibilities of shader work :)

There are also quite a few useful DVDs from Eat3D and 3D motive.

Best of luck!

Andrew

February 19, 2014 08:39 AM
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I'm happy to present you here a quick yet thorough introduction video into the world of next gen physically based shading made specifically for artists

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