PBR Tutorial Series

@, Thanks man. Glad you find useful. :slight_smile:

@Aumaan Anubis, Sure thing. I’m just thinking what specifically to write about. I think I will just do a metal material for the next part since the first was no metallic.

@Quark, What I have done for the materials above was simply generating the normal and height map in Bitmap 2 Material 3. With no complicated settings at all. But you can get really good normal and height from crazybump too.
One important note, I’ve seen a lot of artists downloading a texture, making it PBR ready (taking out all the light and shadows) and then generate normal map and other maps out of it. Depending on the situation it can be so wrong. Because if we took out all the light and shadow information out of the rock texture and made it a base color then we have made it almost flat colors and the normal too will be flat. I generate my normal maps from , and not . (Notice I haven’t had much time to take out all the shadows in the second map, but you get what I mean).

Edit: Sorry for all the text. To sum it up for others:
If a surface wasn’t bumpy then it wouldn’t have much shadow/AO information on it. If you want good normal map for rocks and generally organic stuff generate it out of the diffuse before you eliminate the shadows so the normal map generator puts some good depth into it.