Some tips for quick PBR material creation using Bitmap2Material and 3ds max. We'll also learn how to achieve different variations of the same material.
The tutorial uses FStormRender as render engine but can easily be adapted to other engines, as the principles and nodes used are the same everywhere.
Everything you need to follow the tutoral.
Starting from a base texture, we'll use Bitmap2Material to generate the maps for a PBR workflow.
With the maps we created, we'll make a simple material using 3ds max and FStormRender, along with simple procedural variations like color painted wood.