Jump to content

  • Log In with Google      Sign In   
  • Create Account

Physically Based Shading For Artists

By Andrew Maximov | Published Feb 14 2014 01:45 PM in Visual Arts
Peer Reviewed by (Bacterius, Glass_Knife, Josh Vega)

physically based shading pbs materials rendering roughness albedo metallic video

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!


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.


GDOL (Gamedev.net Open License)


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).

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!


Note: GameDev.net moderates article comments.