...Is there any sort of "idiot's guide" on how to convert something to PBR?.
If it were to be an "idiots guide", I'd be the perfect author.
I've been mulling over a series of tutorials, based on the work I am doing on the Invaders, Tigercat and Jetstar. It would be logical to tape some of the sessions, narrate and edit into a comprehensive study series.
I think the obvious place to start is a video on PBR materials creation in Photoshop/Gimp, modeling techniques in Gmax/3D Studio and how to use Arno's tools including ModelConverterX. Milton has done a full tutorial series covering basic modeling so perhaps a short walk through the current Prepar3D SDK covering PBR setups...with some tips and tricks would be an obvious starter.
The whole process is quite basic. If you have access to the Gmax or 3D Studio originals it is extremely easy because all of the animations are available. The rest is basic Photoshop work and getting a grasp on PBR materials, which are pretty easy once you understand the concept.
To encapsulate the entire process:
Important, these models are for personal enjoyment only, not for publication without author consent.
I begin by exporting the existing model from MCX to the "Old" 3DS format.
The mesh is imported to 3DStudio, I re-align all of the pivot points, then animations need to be re-done/modified/improved to suit. This is about a two day project for average models.
The original texture sheets work fine, unless I want to add details or mods like normal mapping. The new PBR texture libraries are created, specifically the gloss/metallic texture layers, then applied. The model remembers the original UVW mapping making this process fairly simple. Models that are accompanied with a paint kit make the process even more painless.
Once the animations are coded, visibility tags added etc. I export the model out to Prepar3Dv4 DirectX format. I use Bill Leamings work flow, basically using a "Send To" Windows command to process the model through the Prepar3D SDK.
The model is ready to drop into the sim. That's it, the model is now full PBR and ready for fine tuning/tweaking etc. This is usually centered around gloss/metallic factors to bring the reflectiveity and shine up
or down to accurate representation, or the occasional animation adjustments. For my own use, I like to create "restored" or museum appearing skins, along with service skins as they would appeared in real world. PBR opens up an entire new world when it comes to rendering realistic metal and paint surfaces. Normal mapping takes on a
whole new level of rendering realism in PBR.
Currently, the bulk of my work time is dedicated to be-building my database bit by bit,
and projects in the queue. There is however ample time to do the video tutorial work, it is even therapeutic after working for hours and hours on mesh and code. I think the entire series would be extremely beneficial to everyone, or at least to those interested.
Like I said before, the current situation has everyone looking for constructive ways to use their time...or for drinking/watching Netflix. I don't drink and I despise
Idiocracy TV, so the dev work is a natural.
BTW, the video above was a quickie. I did six PBR skins total for the Superfortress, and I also converted Manfreds C-97 Stratofreighter/tanker series to full PBR including seven skins and comprehensive normal mapping. Full video of the entire series will follow.
On a personal note:
Everyone hang in there, beef up the immune system and buckle up for some turbulence. I'll do my best on my end to keep the distractions coming, maybe we can all get smarter if we use our time right.
Best,
Gordon