Brief intro: by no means I could be called a graphic designer, I’m first and foremost a software dev that is making his own game (as many do) and would like to have some tool that does a convincing modeling job.
I’ve been playing around with MBL since v1.5 and it has been a great tool so far for prototyping, so: Thanks Manuel. Great job!
I have a couple of question/consideration:
MBL & Cycles render, as expected, lead to great results, however moving the assets, for example, to UE4 makes them lose a lot of detail (materials first and foremost).
Some tricks can be used (e.g. lighten the diffuse in order to reach a more realistic skin tone) but the overall result is never quite convincing.
Given the Beta of Blender 2.8 (and with it the Eevee engine) is on its way I would like to know what are, on a high level, the plans for the MBL when it comes to the materials.
From the official page I’ve seen that down the 1.7 road some material/texture improvements are scheduled and I was wondering if there was any plan on shifting to the usage of the Principled BSDF / PBR shaders.
It would make migrating across render engines a way easier job requiring only minor tweaks here and there.
At that point it would be also easier to integrate cycles-rendered scenes in real-time rendered ones or come up with similar mixes.
The model on Turbosquid are “unofficially compatible” (summary of FAQ 5.1) with MBL.
Are you planning on updating them to make them “unofficially compatible” with the 1.7 base models? (and, eventually, officially compatible)
Sorry for the long post and thanks Manuel for all the work you’ve done so far. Keep it up!