Introduction to glTF and Physically Based Rendering for 3D Artists

About this lecture

What glTF is, why it is called the JPEG of 3D, and what physically based rendering asks of an artist. The lecture walks through the metallic-roughness material maps one at a time: base color, metallic, roughness, normal, occlusion and emissive. It shows how roughness spreads a reflection, and closes with three practical habits for painting and packing textures that look right in any glTF viewer.

Transcript

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