A Practical Approach to Physically Based Shading in Unity -- This link contains some basic information and value charts for metallic, specular, & diffuse properties of various materials. The last half of the article demonstrates the importance of such things on a crane asset in the Viking demo scene; particularly the importance of SecondaryMaps to add detail at a relatively low cost.
Regarding the CrateA asset, a specular smoothness/roughness map may not be required and a simple value may suffice, but that remains to be seen depending on the nails/spikes & perhaps other unforeseen added details in the diffuse.
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