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@@ -74,7 +74,7 @@ These parameters are the basics of PBR. Of course, each of them can be stored in
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The nice thing is that Metalness, Roughness and AO are grey scaled textures, so basically they only use one channel of a texture. So you can pack those 3 maps in one texture.
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-You can find an example asset that should work in a typical PBR implementation here. This page showcases pretty well what the textures should look like.
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+You can find an example asset that should work in a typical PBR implementation link:http://artisaverb.info/PBT.html[here]. This page showcases pretty well what the textures should look like.
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That’s it for PBR from the artist point of view. Next week I’ll explain what’s under the hood for you fellow developers 😉
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