
Excalibur Low-poly 3D model
cgtrader
Human beings are now accustomed to viewing massive, 2048x2048 images in .png format. Physically Based Rendering Maps: We're going with Base Color. Normal maps need OpenGL normalization (Normal_OGL). Ambient occlusion can help here too (AO). Glossiness levels should be adjusted carefully. Roughness and metallness will need a delicate touch too. Specular highlights might shine brightly if not careful. Emission will add a whole new level of brightness. In the Unity universe: We've got AlbedoTransparency. MetallicSmoothness needs some balancing out here. Normal maps work fine here too. Emission brings light into play as well. And in Unreal Engine 4 land: Let's see what happens with Base Color here first. Then, normal maps get normalized. OcclusionRoughnessMetallic gets a bit of balance here and there.
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