the albedo values part is SO important, almost every game I have come on board as a lighting artist, all their albedo values have been way too dark resulting in characters that lose detail and are unreadable in shadow and a lack of bounce light overall. balancing everything into a proper range will take your results to the next level and everything will work properly. for games it is sometimes good to bump your character albedo ranges a bit brighter than the environment value average and it will make characters read better in shadow and work well for combat without needing extra character lights only light rigs or relying on tacky outline shaders. depends on the art direction, but this has been a best practice on the last 3 games I worked on.
the albedo values part is SO important, almost every game I have come on board as a lighting artist, all their albedo values have been way too dark resulting in characters that lose detail and are unreadable in shadow and a lack of bounce light overall. balancing everything into a proper range will take your results to the next level and everything will work properly. for games it is sometimes good to bump your character albedo ranges a bit brighter than the environment value average and it will make characters read better in shadow and work well for combat without needing extra character lights only light rigs or relying on tacky outline shaders. depends on the art direction, but this has been a best practice on the last 3 games I worked on.
Thanks for the additional insights on that topic, I didn't think about applying it to characters in that way!
- Timothy
Good to see your comment @PolygonAcademy
@PolygonAcademy Hey man. good to see you after a long time. we are waiting for your return to the arena :)
That tip about using real life lighting values when trying to do physically based lighting is great
what a gem, thanks for the content!
This is awesome
Thanks for watching and your support Rafael! :D
Thanks for the share, great lecture. Would you mind sharing the MM_SKY Material or pasting it ?
19:25 Clarification, In the first bullet points, I assume you mean non-metal Albedo ranges should be between 60-240 RGB right?
it is already like that. The only issue is that instead of Metal, it says "Mentals" which i guess is also accurate depending on the production stage 🤓