Physically Based Shading For Artists
physically based shading pbs materials rendering roughness albedo metallic video
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!
P.S.As a bonus I'm giving away a next gen asset with some hints on how to author the maps:
About the Author(s)Andrew Maximov - Senior Artist
After the first year of getting my degree in International Relations and Economy I dropped out of University to make games.
5 years, 3 countries and 10 projects later my work has been featured a number of times on the front pages of some of the biggest game art communities in the world, written about in Game Developers Magazine and awarded the grand prix by Montreal International Game Summit Art Gallery. I gave about a dozen talks on beauty and challenges of video game art production, speaking for universities and academies around the world including the Game Developers Conference and Game Developers Association in San Francisco and National Animation & Design Center in Montreal.
Right now, I lend my expertise to a highly secret project as a Senior Artist at KIXEYE in San Francisco and am always happy to help out the community.