Everything Digital, Everything Art


PBR/PBS Textures in Blender

Still, there isn’t much said in reference to using PBR textures in Blender, but I wanted to point out that is can be done in a fairly simple manner.  We talked about creating PBR textures for Blender, but I didn’t go into great detail as to how and why. So, to help remedy that issue, I now have a tutorial showing you how to take PBR textures from GameTextures.com, and use them in Blender.

PBR Textures in Blender

Needless to say, this will probably be obsolete when Blender does get true PBR support, but for now, we can still get some great materials with Physically Based Rendering textures.

EDIT: I made some very new user mistakes in the video on the setup. Here’s my current PBR setup in Blender:


Latest PBR setup. Click to see full-size image.

Physically Based Rendering in Blender
Reviewed by DBrown on.
Summary:Using RGB textures in Cycles to create a PBR material

Description:How to create PBR materials in Blender
Rating: 5

Creating PBR/PBS Textures for Unity 5, Unreal Engine 4, and Blender Cycles

If you have been keeping up with the latest trends in the 3D world, you know that Physically Based Rendering/Shading is the new standard for many materials. Of course, it is still new, and for someone to simply switch over, there is very little documentation. Most of what is out there tells you to use the Substance Painter/Designer/Player to create these textures. A matter of fact, that is what you have to do if you download textures from GameTextures dot com; you use Substance Painter to convert their textures to be used in whatever platform you plan to use them. This method is fine if you are someone that uses textures from GameTextures, but if you’re someone that prefers to hand-paint your textures, like myself, this shit isn’t gonna fly. Soooooooooo, let’s look at how we get around this bs.

Click Me to free me from this line! “Creating PBR/PBS Textures for Unity 5, Unreal Engine 4, and Blender Cycles” »

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Blender and Unity: Physically Based Rendering and Shading

This isn’t much of a tutorial, or really informative article, but it was in fact something I thought at least warranted an update of sorts. The past couple days I have been working on moving assets from Blender to Unity, but I had a lot of questions unanswered, especially since Unity 5 was released. At the same time I was looking into PBR (Physically Based Rendering) to create some better textures for my assets. After catching up on some Unity documentation, I soon learned that Unity 5 was created to cater to PBR with their system PBS (Physically Based Shading).

Eventually, there will be a tutorial about exporting from Blender to Unity 5, as well as Baking your textures in Blender with Cycles specifically for Unity 5. These are the subjects that have always held me back on creating assets for Unity. It’s such a gray area, but it wasn’t until recently that I learned Unity plays very nice with Blender. Did you know you can put your .blend file in your Unity project folder, and it will import what it understands from the .blend file? What I’ve seen it import are models, materials, rigs, and who knows what else. How cool is that!?!

Anyways, expect lots of new cool content here soon, as well as those texture painting timelapses I talked about earlier. Once I know exactly what texture maps I need for Unity, I will be creating lots of them by hand, as well as with some cool side applications. Of course, that’s for another time. Anyways, I’m going to conclude this article with a list of the most awesome links visited today:

SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production

Physically Based Shading In Unity 5: A Primer

Unity: Working with Physically Based Shading

Khan Academy (Brushing up on Trig)



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