Hello everyone, today I give you a little history about texturing in video games and how that technology created a new system called PBR texture maps. Which is what we'll be diving in this video. I also cover about PBR texture maps and as well as PBR texture workflows in one video. I hope you do find this video useful and that it'll clear any previous confusion that you might've had about the topic.
If you have any question, suggestions or feedback. Please let me know in the comment section down below.
Timestamps:
0:00 Intro
0:52 PBR
1:24 Texture maps:
1:44 Albedo & Diffuse maps
2:16 Metallic and Specular maps
3:14 Roughness & Glossiness maps
3:44 Normal & Bump maps
5:02 Height & Displacement maps
5:30 Ambient Occlusion map
6:05 Opacity map
6:21 PBR workflows
8:03 Important Question
Credits:
Ryan Benno for the gif used at the start of the video.
Valve for the irl pictures that were used as HL1's textures.
Silent Hill 1 gameplay by Shirako: • SILENT HILL Gameplay Walkthrough FULL GAME...
Silent Hill 2 gameplay by P.B Horror Gaming: • Silent Hill 2【Enhanced Edition - 4K】Full L...
Counter Strike 1.6 gameplay by Kimono: • Counter-Strike 1.6 (2021) - Gameplay PC HD...
Music that was used in the video:
Heaven's night - Silent Hill 2
Eternal Rest - Silent Hill 1
"Drag Racer" - Ace Combat 7
Adobe's PBR Guide: https://substance3d.adobe.com/tutoria...
Invert Normal maps in Blender: • How To Invert Normal Maps In Blender
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My Twitter: / akrammanson
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