Transcripts
1. Introduction of 3DScanning: Have you ever wanted to create a professional,
realistic TD model? Without needing years
of modeling experience, the secret is in the eye or
some expensive studio tricks. We achieve this quality using
the camera you already on, your DSR, or even
your smartphone. This is the professional result you'll be getting by
the end of this course. Fashed the owner of Polsgi. Since 2018, we've been
a trusted seller of high quality through the
scanned assets to Top Studios. We scanned over
500 unique models. And now I want to share all of the secrets and the
production workflow with you. You can see our
quality for yourself. Check out our website or watch
our short film, Tree Men. Every model in
that film was made using the exact technique
you'll master here. We start with learning
the proper way to use your camera to
get the perfect shots. Then we prepare those photos to become a highly
accurate three model. Next is the technical part. We cover topology and cleanup. We won't stick to just one tool. We use Blender,
Maya, and ZBrush. So you can pick
the best workflow using free or low cost
tool to save your money. Finally, we perfect the look. You learn professional rendering in cinematic engines
like Arnold, V Ray, and RenderMan. For game artists,
we make them game ready by sitting up
material in Marmoset, real, and Blender, giving
you that perfect final look. My promise is simple.
We leave nothing out. There are no secret
or hidden tricks. You'll be completely self sufficient after you
finishing this course. So let's get it started.
2. Chapter 0 Introduction to Photogrammetry Tools: You can choose any object
you like for this course. Anything that catch your eye. It could be a piece of wood, or even a small toy. This course covers all the essential techniques
you need to know. Our goal is to reach a
result by this model, preparing the object
for animation, game engines, or any type
of visual presentation. Let's begin by talking about the equipment you'll
need for this process. You need a rotation base, which you can easily find a pastry or baking
so the stores. A triple for the camera
is absolutely essential. You also need a white background to help mask your object. One of the most
important tools is a polarizing filter for
your camera and your light, which removes
unwanted reflections. Even though we use
natural light, having a flash or extra light helps improve photo quality. And here's a protein. A polarizing filter for your lights makes a
big difference, too. Here, by rotating the
camera's polarizing filter, you'll see reflection disappear, revealing the real
texture of the object. We'll also use a color chart to correct the white balance. When photographing the object, rotate it slowly and take multiple shots for
different angles. Then adjust the
object's position to capture photos of
the hidden areas. For this rock, we ended up
taking about 240 photos. Now let's go and prepare them.
3. Chapter 1 Editing Photogrammetry Images in Adobe Lightroom Part 1: Okay, for a start,
open Lightroom and go to the ad folder section. Locate the folder that contains your captured photos so Lightroom can recognize
and load them. It will begin importing
automatically. Now click Check all to select every image, then hit Import. Wait a few moments until all the images are
completely loaded. Okay, perfect. And everything's loaded now. So let's move over the
Developed section. Here, you will see our color checker image
and other images. Then click to select it, then press Control A to
select all other photos. Now all of them are selected. So make sure autosn
is turned on. It's so important. The first thing I like to do is changing the color profile. I switch from Adobe
color to Adobe Standard. For photography, Adobe
Standard provides a more neutral tune and
natural looking color balance. It gives us colors that are more realistic and easier
to calibrate later. Overall, it simply gives better results for
this type of workflow. Next, we will fix
the white balance. For that, use the white
balance selector tools and click on a neutral
area and color checker. Now, all our photos share the same accurate
white balance. Next, let's open of the rock images to
fine tune the look. Here are the key
settings we will need. For photogenergy,
keep the highlights low and reduce the
shadow slightly. This gives a flatter, more balanced result and keeps our textures closer to
the original Albedo. Next, enable and remove
chromatic abration. Some lenses show more color
fringing than others, but turning this on helps
achieve clean, accurate aids. Even if the difference is small, it's still best to
keep it enabled. If your photos appear noisy, you can add a touch of
luminance noise reduction. In my case, the DCT
is already great, so I'll leave it off. If needed, feel free
to adjust it slightly. There are no other special
settings we need here. When everything looks good, it's time to export our images. Head back to the library
tab and click Export. Name your subfolder, JPEG, and set the quality to 100%. Leave the other options as a default and click
Export again. Lightroom will
begin exporting all of your images, and we're done.
4. Chapter 2 Editing Photogrammetry Images in Adobe Lightroom Part 2: In this section, we're
going to talk about how to fix photos that have
different exposure love. For example, some shots may look too bright while other
appear too dark. Let's go ahead and correct that. First, find a photo that looks probably exposed to your eyes. It looks balanced and clear. Select that photo first, then select all the others
you want to match. Now go to the setting menu, choose the option, call
it match total exposure. As you can see, Lightroom
automatically adjust all the selected photos to have the same overall exposure. Now every photo has a
consistent brightness level. This ensures they all share the same exposure value
perfected for photogarametry. There is also another
option called it auto. But what's the
problem with auto? When you press Auto, Lightroom chains
multiple parameters, which can ruin your
photos consistency. That's why I prefer to
take control manually. So instead of Auto, always use match total exposure. All your photos, no matter
their original brightness, will match perfectly
across the set.
5. Chapter 3 Masking Images in Adobe Photoshop – Automating with Actions: Welcome back. In this video, we're going to talk about how to mask photos in Adult Photoshop. We mask our photos, so they're ready to use inside
Photogrammetry software. This helps us reduce
processing time and give us a cleaner,
more accurate result. To begin, import one of
your photos into Photoshop. Go to the action panel
and create a new action. Let's name it, for
example, Rick mask. Then press the record button to start recording our steps. First, select the section
tool and outline your object. In this case, the rock, selected and go to
select, modify, expand, and choose around 70
pixel for the expansions. Next, press invert to switch the selection
to the background. You can use the shortcut key for invert to make this step faster. After inverting,
press Shift a five, to open the field dialect. Choose a solid color
either black or white. So then click Okay to
fill the sections. And just like that,
you've created your mask. Press the stop button in the actions panel to
finish recording. Now save the action
color cold Rock mask. Next, go to the fog
Scripts image processor, choose the folder that
contains your JPEG fools. Select the same folder
as a destination and make sure saves JP is checked, set the quality to 12 for
maximum image quality. Then under actions, select the Rock mass action
you just created. Then enable run action and
choose it for the list. Finally, click on to
start the batch process. As you can see Photoshop automatically mask
each photo one by one. This automation speeds
up the workflow and gives a consistent result
for photogrammetry.
6. Chapter 4 Reality Scan – From Alignment to Texturing: Hi. As you saw in
the previous part, we created our masked
photos in Photoshop. Here are those images, fully masked and Nitti
lat for processing. Now, I select all of
them using Control A, then drag and drop
into Reality Scan. You can see we now have 241 photos successfully
imported into the software. So next open the
alignment setting panel. I'm leaving most setting
at their default values, just like you see here. Now click Align Image to
start the alignment process. Okay, great. The alignment
process is now complete. As you can see, our
first point cloud model of the stone has been gurtd. It looks completely
accurate and well captured. So if you select the
complementt here, you see that it contains
about 2 million points, and it's a great result. Next, go to the tool section, click on set ground plane. Define ground plane. Adjust it, so the ground sets, just a bow grid for correct model orientation in
the other three software. Now in the mesh tool section, adjust the bounding box, so all points stay
immutely inside the frame. Everything inside this box will become part of our
treating model. Once that's said, we
can generate the mesh. So select high detail to get
the best quality possible. Reality Scan will now process your photos into a
detailed TD mesh. Now processing conflict, here's our high
quality stone model. As you can see, it's
very detailed and sharp. When we select the
complent model, we see it has about
32.9 million triangles. Okay, the model is beautiful, but the file is very heavy. So let's simplify it. Use the simplify tool found
in the mesh Tools menu, we can target a lower
triangle count. Around 15 million is perfect for export while
keeping fine ditals. Inter 15 million
and click Simplify. Okay, simplification complete. Now we have a lighter
version of model. This new mesh contains
15 million triangles, still detailed, but
easier to handle. Now let's clean up the
model to make sure it's a single solid piece with
no straight geometry. Use the lasso tool to
select the small region and then click Expand to
select connected phases. Now invert the selection, then use filter selection
to remove unwanted parts. Now that you're sure the
object is a single piece. Go to the mesh model section
to start creating textures. Select Unwrap to generate
UV maps for the model. Set the maximum texture
resolution to eight K. That's a great
choice for this object. Then click Unwrap to
begin the process. Reality Scan will
unwrap the model and create optimized
UVs automatically. Once Unwrapping is done, apply texturing to
bake the final maps. Now the texturing is complete
and the model looks sharp, clean, and high quality. Next, go to the mesh model, dense mesh model to
export it as an FPxFle. Choose your export folder, set the format to FPx
and click Export. Once the export is done, the mesh is ready for topology. Okay, now we have it. Our high polymodal is ready in just 17 minutes
using Reality Scan.
7. Chapter 5 Reality Reality Scan Mobile – Smartphone Result: Welcome back. In this section, I'm also using a smartphone instead of a professional
camera for photography. This way, we can compare the difference between using
a DSLR and a mobile phone. The process is exactly
the same as before. None of the steps change. You'll still need to mask your photo in
Photoshop and follow the same workflow in
reality scan until you reach the final
texture TD model. In the upcoming son, we'll compare both TD scans, one capture it with a smartphone and one with a professional
camera side by side. As you see, at this stage, there is almost no difference between GSR and mobile
photo for this system. We'll compare both three scans. One captured it with
a smartphone and one with professional
camera side by side. There is almost no
difference between GSLRPhotos and mobile
photo for this system.
8. Chapter 6 Metashape – Building and Texturing the 3D Model: I open up Metashape, and now we're going to process the masket photos
we created earlier. Let's load the
maske stones photos and test the output quality. I'll select all stone images and drag them into
the workspace. All our photos are now
successfully loaded. Next, go to the workflow union
and choose aligned photos. Keep all the default
settings please, but make sure the alignment
quality is set too high. We won't change anything else. Just click Okay, to start
the alignment process. And here we go. The point
clot has been durated. Now we can move forward
and build the mesh. As you can see, the dance clout contain about 67,000 points. Next, go back to the work flu menu and
select Build model. Under surface type, keep it on depth maps and set the
quality to ultra high. Don't change any other
settings. Just click Okay. Now Metashape begins
the model calculation, and once it finishes,
the mesh will appear. You'll notice a border texture
applied automatically. This is just a preview
of the U area. Let's continue by creating
the final texture. Go to workflow and
select Build Texture. Set the texture size to 8192 for an eight K result and keep
the rest as a default. Then kilo to start texturing. The process is complete. The Stone model has been
textured beautifully. It's now fully ready for export. So go to File, Export model, select PNG as the texture format to
ensure maximum quality. Leave the other option unchanged and click Okay to
export your model. Now our three model is ready. In the next lesson,
we'll compare DSLR with mobile and RealityCapture
with Metashape software.
9. Chapter 7 Comparing Scan Data Output – Reality Scan vs Metashape & Camera Tests: At the top left, you can see the output mesh created
in Reality Scan. It was exported with
maximum quality settings, and right beside it, you can see its texture. The total processing time
was around 17 minutes. Running on an RTX 30 19
GPU and AMD, 39 70 XCPU. Below that, we have
diversion generated with medium quality settings where
some details are reduced. However, the processing time
dropped to just 7 minutes. And honestly, there is barely any visible difference
in texture quality. Now here, you're
comparing two scans. One from Google Pixel
nine smartphone and one from Nikon D A ten DSLR. You can clearly see that the smartphone model
shows more surface noise, and its texture color
shifts slightly away from real world tones because the phone camera s a
polarizing filter. Reflections and shadows
appear uneven on the texture. But here's the most
interesting part. Metashape, even with
fewer triangles and longer processing time, produced absolutely
stunning results. Honestly, I was impressed
by the outcome. The texture is cleaner and more detailed with a natural
realistic finish. So from here on, I'll
be continuing with the Metashape model as my preferred choice
for further work.
10. Chapter 8 Topology in Blender – Part 1 Quadriflow and Voxel Remesh Workflow: In this video, we'll explore topology and
Retopology in Blender, an essential step for clean
optimized three D models. I've imported our high quality
stone age into Blender, and now it's time to
create proper topology. Inside the data properties
menu under remise, you find two main
options auxel and Quad. For this example, we want to generate a Quad based output. So I'll open Quadriflow
and disable symmetry. Since our object
isn't symmetrical, I'll set the phase count to around 4,000 and click
Image to see the result. If you encounter an error
saying your model must have consistent phase direction
or be manifold, don't worry. We'll fix it. One solution
is to switch to Waxllimage. Set the wax cell size to 0.01 for higher detail
and tighter polygons. This reduces the polygon cont, but adds better
surface uniformity. Now enable fix
pulse that resolves the previous error and prepares the model for clean topology. Select Voxel Remesh to
generate the base mesh. You'll see it creates a temporary mesh that's good enough for
starting retapology. Next, switch back to
Quadriflow Remesh. This time, set the
smooth option to normal and again
enter 4,000 phases. Now, you see it's worked
perfectly without any errors and start
the retpology process. Turn on Wireframe view to inspect the inner
edge of our model. I generated about 3,400 vertices solid and
efficient result. Let's undo this step with
Control Z and try again. This time, I'll set
the phase count to 2000 and run remise again. It now gives us
around 1697 vertices, which is a great low poly
topology for our object.
11. Chapter 9 Topology in Blender – Part 2 Optimizing the Mesh with Quad Remesher: In this course, I want to try how quadrms
works into Blender. Now, we are going to take a closer look at how our
topology turned out. Select the object
and press the key. This opens the sidebar. Here, select quadRmsure. Let's set the Quad count to
5,000 and see the result. Collet remesh once and wait a few moments for the
process to conflate. Now let's enable wireframe mode to get a clear view of the mesh. Also turn on statics to see object information like
vertex and face count. After checking, we see the model has about 8,000 vertices. That's a bit too high. I'll press Control Z to undo it. Then I'll set the quad count to 1,000 and run remeshe again. Let's wait a moment to see what we get with
this new setting. This time, the result shows
around 2000 194 vertices. That's a nice balance. It's not bad at all for
a clean low polymsh. Now, let's try lowering
it to, for example, 800 and see if we can get
an even better polyicond. Click Remesh again and wait
for it to finish. Great. Now we have around
1780 vertices, which is right where we want it. That's a perfect balance
between detail and efficiency. Now we can export the
model for the next stage.
12. Chapter 10 Topology in Maya – Fixing Non Manifold Geometry and Retopology Workflow: In this video,
we're going to see how to perform
Retopology inside Maya. First, open the mesh menu
and select Retopology. Click reset settings
to start fresh. Then set the target phase
count to 2000 and click Apply. If you get an error saying
Non Manifold Geometry, don't worry. We can fix it. Go back to mesh menu
and choose cleanup. Rest the settings
again to default, enable the Non Manifold
Geometry option and click cleanup. Sometimes this works right away. Other times, it doesn't, depending on your model. If it still doesn't
fix the problem, there is an alternative way
open the modeling Blender, go to the data properties menu, choose Remesh and select Waxel. Set the Waxel size to 0.01, check all preserve options
and click WaxlRmsh. Instantly, you'll
get a clean mesh. Now export this new mesh from Blender and import
it back into Maya. This way, you won't run into the Non Manifold
Geometry issue again. Next, select the object in Maya. Go to the mesh menu, choose topologize once again, click Edit and set
setting to start clean. Set the target phase
count to 2000 and apply. Let's see how it's worked now. The topology should
run smoothly. Great. Retopology conflate.
To check the result, go to display heads up
display and enable polycond. You'll see the bottle has
around 2057 vertices. If you want a lower count, use the history slider to
reduce it to about 1,800. This creates a slightly
simpler and cleaner mesh. Perfect. Now we
have an optimized 1,800 vertex topology
ready to export. Finally, export the
model and compare it with the other outputs
to evaluate the results.
13. Chapter 11 Topology in ZBrush – Clean Retopology with ZRemesher and Projection: I've imported the
model into ZBrush, and now we're going
to retropologize it. This model comes from the Metashape export created using the ultra high settings. First, I'll duplicate the mesh so we can work on a copy safely. Next, go to the Geometry tab and select Zimsh to start
the automatic topology. Let's see how many polygon
Zi mesh created by default. ZBrush begins
processing the mesh. The result shows
around 8,700 polygons, a bit too dense for our needs. So I press Control Z to undo and set the target polygon
con to zero point A. That's around 800 polygons. Then I run zero meshing. Keep in mind that
ZBrush usually create a slightly higher count than
what you said. That's good. Next, go to the Subtools menu, active solomo to
focus on this object. Then press project out to transfer the details from
the original high polymsh. This ensures the new topology matches the original
form perfectly. Once that's done, we can
export this model for UV mapping and further
refinement in Blender or Maya.
14. Chapter 12 Topology Comparison – Blender, Maya, and ZBrush Results: Here we have a compression of topology results from
different software package. The Blender quadrmage
result looks quite good, clean and well organized. Overall, it's a solid and acceptable result
for most projects. However, Blender image
is not very suitable. The edge loops don't follow the natural shapes
and flu the model. Maya also performed
decently in most cases. But around certain edges, the polygon density is
inconsistent and uneven. On the other hand,
Zi brush produces an edge flow that aligns
beautifully with the surface, and the edge density is better, especially around the
border and corners. This creates a more accurate, detailed and perfessional
looking topology. So for this project, I'm going with the ZBrush
versions as my final choice.
15. Chapter 13 UV Mapping in Blender – Cutting Seams and Unwrapping with Checker Textures]: Hi, welcome back. I brought
this mesh into Blender. We will be doing the UV part
directly here in Blender. Before we start UV mapping, let's give our mesh
a new material. I create a new material, then go to the shady retitor. I hit Shift A to add a note, choose checker texture,
and connect it to base color and set
Roughness to one. Now I go to the TLDviewport, press Z and choose Ren red mode. This shows us the current
UV layered condition. Then I press Z again to
go back to solid work. Now, we can start U editing. Switch to the U
editing workspace. Begin selecting ages
to define sims. I hold control and
click around the edge. I want to mark as SIMS. Once selected, right click
and choose Mark SIMS. Continue doing this process
for the other side. Select Control click
and Mark SIPs. Now, I'll repeat
this method to cut the entire model into
kleiner sections. For best results, always cut line the edges
and flat surfaces. Avoid sharp curves. This helps with killing ois. I keep repeating this approach all the way to the
end of the model. Once most seams are done, press A to select all faces. Press U and choose unwrapped. Now our UVs are unwrapped. Oh, we missed ones. There is an uncut edge. Switch to edge select mode
and select that edge. From the UV menu, choose Mark Sims again. Press and wrap again. Now, all section are
separated properly. Double check to make
sure the areas are cleanly separated and
not stitched together. Now I hit Z again and
switch to rendered mode. You might notice the checker
pattern looks distorted. To fix this, go back
to the shader editor. Here's our current
texture setup. Let's add two nodes, texture coordinate and mapping. Connect Vctor to vector, set the scale to ten, for example, or even three
for more visible tiling. Now, the checker board looks correct and it's evenly tiled.
16. Chapter 14 V Mapping in Maya – Full UV Cutting, Unfolding, and Layout Check Process: Welcome back. It's time
to UV the model in Maya. I've imported the
base machine to Maya. Let's begin by giving
it a proper UVlayou. First, select the object, then go to the UV editor. I'll start by assigning a basic UV using
planar projection. Now we drop back into object
mode again like the object. Since we can't see
the UV outline, let's close the editor. Now, we're back to the
default material preview. Next, from the shelf Editor, I'll select the TD cutting
and sewing UV too. Double click to create continuous
edge loops for UV cuts. I will make cuts along
this side and then continuous across connected
lines for flat UV layout. Now, I'll cut this regime
and link it to another site. You can move around freely, and if you make a mistake, just hold Control and click
to undo that edge selection. Now, I'll continue
slicing up the model this way to create
manageable UV shells. Remember, always try to place
your UV cuts along flatter. Less curved surface
for cleaner wraps. This technique will give you more accurate and
efficient UV maps, especially useful when
baking or texturing. So I'll keep cutting just like this until the whole
model is sectioned out. All right, press cue
to exit the cut two. Switch the object mode, open the UV editor again, go to the Unfold section, and then click Unfold. After that, click
arrange Layout and then layout again to
organize the shells. Now, let's preview the
checker texture to verify alignment and
spot any UV issues. Use FK to focus on
different area and inspect them closely.
Everything looks good. Just make sure no eggs are accidentally stitched
across shelves. Seems like we are in good shape. Now, hold Shift and click Layout to access
layout settings. I'm using Fold
three D option with 256 packing solution
for this example. Feel free to adjust these
values for best optimization. Okay, switch back to object
mode and press seven. Screol and make sure
no areas appear red color indicating UV
or lap or distortion. Okay, that's it. The UV
processing Maya is complete, and we're ready to
move to the next step.
17. Chapter 15 Scaling in Blender – Match Dimensions for Accurate Export: We need to make sure
our object matches the real world size of
the original stone. So we import both
model into Blender, the base mesh, and the high ple Scan from Metashape
or reality scale. This lets us accurately
match their dimensions. Head over to the SIM menu
and open the units panel. We'll set the unit
type to metric and adjust the unit
scale to 0.01. Let's set the len 2 centimeters. Now, grab the ruler tool right here and measure
this object in real life. It come out to be
about 25 centimeters. But here in Blender, it's only showing
2.5 centimeters. So if we scale the
model up by ten times, it should match
the real word ci. So select the model, go to the object menu
and scale it by ten. We need to do this for both the UVN rapid model and
the high poly moodel too. Now, with both models selected, go to Object, apply, and choose all
transforms to Deltas. Perfect. Our models are
ready for export now, and from here on out will only work with these
correctly scaled version.
18. Chapter 16 Baking High Quality Textures in Marmoset Toolbag: With you, I'm going
to show you how we make our texture maps
in Marmoset Toolbag. To start, just import
the low poly image and then import the high poly image we got from the Metashape. Next, we need to import the bit texture for
that high polymage. All right. Now, let's select
new big project right here. We put the low polyobjc
in the low section and the high polyobjet in the
high section simply enough. In the low section settings, set the max of set to 0.1. Now we'll head over to the
main bake project settings. First up, set the
baked mode to offline. Interactive mode, lets
you see in real time. But offline mode is what
we need to hit start with. We can leave the other
settings alone for now. We don't need to mess
with the tangent space. Set your output path here and give the texture
files a good name. Let's set the format to P and G. We set the sample rate to 64. 64 should be great. Set the padding to custom. A padding size of egg
is usually plenty. And of course, set the
resolution to four k. The maps will be baking our normal map and
ambient o collation. Hit configure and make sure
the Albedo option is chicken. So we can export that too. Now, he'd start to generate
those texture maps. Awesome. All the maps are ready to go. Let's quickly test
our maps right here. I'll assign a new
material and import the Albedo I'll set
the roughness to one, then I'll mute the Albedo, so we can clearly check the normal map detail on the mesh. This is
the normal map. As you can see, we have great
high definition detail. Bake it onto our low polymish. Now, I'll import the
ambient colision map. I also turn on the occulsion
slot and import that map. I'm really happy
with this result. Let's move on to the next step.
19. Chapter 17 Mudbox Displacement Map Getting Accurate 32 bit EXR Bakes: Alright. In this video, we're jumping into Mudbox. I've already imported the low poly and high
polymodels here. The goal is to get a 32
bit displacement map. But first, we need to
verify the object size. Mudbox has this tool
called it the caliper. I click and drag it across. It currently say
2.5 centimeters, which is way too small. In real life, I measured this stone to be about
24 or 25 centimeter. So we need to scale this up. I'll select the base mesh, click on scale, since it should
be about 25 centimeters. Scaling it by ten should
get us the correct size. I'll select the high polymsh
next and scale that by 102. I'll just move it into
position and hit frame off. Now, both objects are at the
correct real world size. If I use the caliper game, dragging it across confirms we are now at about
25 centimeters. That's the correct size. Before we do anything
else, go to object, edit, and select freeze
transformations for both lists. This is an important
cleanup step. This basically resets the
scale and transforms. Okay, now to the baking, head to the UVN Maps menu, choose extract texture maps, hit new operation, and
select displacement map. For the target model, pick your lowest object. For the source model, pick your highers object. Don't change method option. For samples, sit closest to lower mesh and
hit best guess. Then it test both sides, select four k for image size, and choose custom for
edge Bleed option. And we'll use four
ICs untaizing. For the texture, we
absolutely want to go from eight bit to 32 bit. Set the format to EksR. That's the highest quality 32 bit format we can
use for displacement. I name the file rock
underlying displace. Hit extract and let it
run. One final thing. Once that displacement
map is finished, we need to export our base mesh now that it's correctly scaled. Just name it rock base
scaled and hit safe.
20. Chapter 18 Quick Bump Normals from Albedo using NVIDIA Texture Tools: Now, I'm going to use the
NVIDIA Texture Tools to quickly create a bomb map
from our Albedo texture. This is free software, and you can find it at this URL. Just scroll down and grab the standalone
application for Windows. Okay. First, drag and drop
your color texture in here. I select color map for
the tangent space. Next, in the scale
parameter area, we have this power value to
control the detail amount. We need to check both
invert X and invert Y to set it to OpenGL mode for compatible with
most three the softer. For the value, I'm setting
it to around eight or nine. There are no other
special options needed. Just export the
Bombormal map as a PNG.
21. Chapter 19 Quick PBR Maps Creating Roughness and Metallic in Photoshop: Okay, I've opened up our
Albedo map in Photoshop. We're going to use this to quickly create
a Roughness map. To do this, we'll start
with image adjustment, heat saturation to
desaturate the image. Next, we'll use levels. Remember, on a Roughness map, white means rough or matte, and black means smooth or shiny. Since our rock is natural, it needs to be mostly rough. So we want the image
to be mostly lighter. Let's avoid any super
dark pixel to keep it from looking
wet or polish it. I think this is looking good. Now, just export this image
as our Roughness map. Next, we need a Metallic. Let's just create
a new two k image. For this rock, the Metallic
map needs to be purely black, since it's a non metal. I'll select the black
color and hit Okay. You can save this black
map as your Metallic map.
22. Chapter 20 Blender Eevee PBR Setup Blending Normals and Materials: I got the base mesh
loaded into Blender now and we're ready to
set up the final render. Let's see how all
those Texture map looks when they're plugging in. First, set the object, go to the material properties
and create a new material. We'll jump into
the shade Editor. First thing, normal map. Remember, we have two of them. Since we have a main normal
map and one normal map, make sure their color
space is set to non color. We need to mix them. So hit Shift A and bring
in a mixed color node. Connect the main
normal to slot A, the bomb normal to slot B, and set the blending
mode to overlay. Next, press Shift A again and add a dedicated
normal lab node. Connect the mixed
color result to the color input of
the normal map node. I'll move these nodes over here. Now, connect the normal output to the normal slot of
the main material. Let's test this out. Switch to render view and bring in sunlight
to see the detail. Select the light,
change it to Sun type, and I decrease the strain
to ten for a better view. If I routed the light, you can clearly see the
full range of detail. The normal map is
working perfectly. Just quickly check in
the render setting. Sampler at 64 and tering design. Good. I quickly decrease
the dry a bit less. That looks much better. This is our final
normal map result. Now, back to solid mode. Just confirm the normal map
mode is set to tune on space, and string is at one. Okay, next up are the
Albedo and inuclon maps. Let's drag both of them. Hit Shift A again, and add another
mixed color node. Connect the minclen to slot
B and the the do to slot A. Change the blend
mode to multiply and connect the result to the
material base color input. Let's switch back
to rendered mode. In the render passes, we'll choose combine it. Looks like the amclen
is working fine. Time for the final maps,
Metallic and Roughness. Let's drag and drop those in. Remember, to set the color
space to non color as well. Connect the Roughness map
to the Roughness slot and the metallic output to the
metallic slot on the matrio. There it is. All the textu maps
are connected, and we can clearly see the
shaders working correctly.
23. Chapter 21 Blender Eevee Final Details Activating 32 bit Displacement: Okay, welcome back. Let's drag and drop the
displacement map in here. Then hit Shift A and search
for displacement node. Connect the displacement
maps color output to the high input of
the displacement node. Make sure the textures color
space is non color here. In the displacement node, set the space to work and
set the mid level to zero. We use zero because
this is a 32 bit map. Let's set the scale
value to one. Just quick note. I can also
connect the bomb normal map directly here instead of
mixing the two normal maps. Connect the displacement
node output to the main material
displacement input. And as you can see,
it's working perfectly. Now we click on the
material options and change the displacement mode to
displacement and bump. In the next step, we'll add a subdivision
modifier to the mesh. Go to modifiers and search
for subdivision surface. I'll set the
subdivision level to three for both
viewport and render. That's enough for now. Awesome. We now have our final model with displacement connected
and fully working.
24. Chapter 22 Maya Arnold Look Dev Setting up PBR Textures and Displacement: I've got our base mesh
imported into Maya. Let's set up the materials and see our development in random. First, set the object and
assign a new material. Go to Arno tab, select AI standard surface. Head to Window, node editor, and graph the material
so we can see the nodes. Now, dragon drop all of
your texture maps in here. Time to connect. Connect the Albedo
map to the base color and set the color space to
raw for the Roughness map, the Metallic map, and
the bomb normal map. One more thing. For
the displacement map, check the offs luminance option. Click on the material no, connect the arc channel
of Roughness to specular Roughness and the arc channel
of Metallic to metalness. Now, hip tab and search
for the Anrmal map node. Connect the normal textures out coolor to the input
of the Ainrmal map. And then connect
the AI normal map to the normal camera slot. To connect the displacement map, select the shading
group node and connect your displacement map to the
displacement map slot here. Now, time to test our lock development
using the Rn rendering. I've quickly set up a physical sky environment and just increase
the exposure style. Click on the Arnold
render button and let it catch those textures. The first look appears to
help the displacement, I'm going to add
subdivisions. It's necessary. Four divisions should be
enough for a good result. I just adjust the light
for a better view, maybe a little more
exposure and awesome. We have a great final look
here in Maya with Arnold. You can see the
excellent quality.
25. Chapter 23 V Ray PBR Setup Materials, Displacement, and Lighting in Maya: I've got the object
imported into Maya, and now we are rendering
it using V Ray. To start, select the stone, assign a new material and
open the node editor. You should see the V
Ray til node here. Now, inport all of
your texture map. Let's set up the textures. Metallic Roughness and Bonormal must have their color space set to the Albedo stays on the SRGB. For the displacement,
set it to RA and make sure Alpha is
luminance is checked. Now, let's connect
the displacement map. Click on your V NTL node, so the attributes show up. Drag the bit map onto
the diffuse color slot. Set the bomb map type to tangent space and connect
your bomb normal here. We'll set the reflection
color to mid level gray. That's a good default value. Turn on use Roughness since
we have a map for it. Now, connect the red channel of Roughness to the
reflection glassiness. And finally, connect
the red channel of Metallic to the
metalness slab. Next, select the object, go to attributes, V Ray
and displacement control. Check the keep continuity. I'm using open sub divier. I'm using video GPU for ending, which makes the final
look similar to CPU. If you want a simpler workflow, you can adjust the subdivision and displacement
quality settings. Now, let's light the scene. I'm creating a sunlight and a physical sun and sky system. Select the sun in the outliner, and let's start by setting
the intensity to 0.1. Okay, that exposure is too high. Let's try 0.03 or 0.05 actually looks
the most appropriate. Look at that. The
rock looks great. It meets the quality
we were aiming for. I'll just reduce the
background color a little so the focus stays
entirely on our object.
26. Chapter 24 RenderMan Setup PBR Shading and Displacement for Realistic Stone: Okay. Let's render our stone
using the rendermanPlg in. We're going to see how its look. First, select the stone. Since we are using
this placement, make sure to turn on the
subdivision for the mesh. Now, let's jump into
the node editor. Pressing tab please. We're using a Metallic workflow. So we need the Pixar
Disney Metallic. It's the best
choice in renderman as it correctly support
the metallic parameters. First, Regan drop the bit map. Connect its output to
the base color slot. Next, bring in the
bob normal map. Important thing, make sure its color space is
set to RAW or R. For normal maps in renderan, we use the Pixar normal map connect the textures output to the nodes input normal
and then connect the pixel normal map node to the shaders bomb
normal parameter. Now, I drag in the rest of the maps, Roughness
and Metallic. Verify that the color space for both of them is set to RAW. Connect the out coolor R
channel of the Metallic maps to the Metallic input slot and do the same for the
Roughness input slot. The last map is displacement. Select the texture and
check Alpha is luminance. We need two nodes for
professional displacement. The main Pixar displaced node and the Pixar displaced
transfer for fine tuning. I'll connect the Pixar displaced transform to the scalar
displacement parameter. Since our map is gray scale, connect the
displacement texture to the scalar parameter
of the transfer node. We'll leave the parameters
default for now. Finally, select the Pixar
Disney shading group and connect the Pixar displaced node to the renderan
displacement slot. And just assign the
material to the stone. To test, let's create a doom
light and turn on the IPR. I'll add a pixel distant
light for shadows, lower the doom lights exposure and boost the distant
light exposure. I'll then we take the light to check how
the details react. Perfect. This is
the final renderer Look of the Stone in renderan.
27. Chapter 25 Marmoset Toolbag Setup PBR Textures and Lighting Check: I've already imported our
base stone into Marmoset. I'm going to create
a new material and hook up all the
texture maps we made. Let's start with the normal map. I connect it and we can immediately see
the normal map is plugging in and looks great. If I tick the lights a bit, we can see all the
details pop perfectly. I'm adding a direction light to the scene to check the surface. I'll just boost the brightness a bit so we get a clear view. Now, we have the secondary
bomb normal map. In the normal section, check detailed normal and
connect the bomb map here. Next, iconic the Dump. Followed quickly by the Roughness map and
the Metallic map. Finally, check the occulion slot and connect the
amino collision map. Perfect. All our
essential Tixre maps are now connected to the object. I'll increase the direction
lights brightness and then pull back the
sky brightness a little. That looks great.
As you can see, the quality of stone is
absolutely top notch.
28. Chapter 26 Unreal Engine 5 PBR Material Setup and Normal Map Blending: Alright, last step. I've imported the stone
into Unreal Engine. Let's see how it looks here. I'll direct the stone
into the scene and drop all the textures
into the content browser. I'll right click the Albedo
and hit Create material. That gives us a base
material to start with. For all those gray scale maps
like Roughness Metallic, select them and make
sure you unchecked SRGB to set them to RAW
before plugging them in. Our normal maps were
made with OpenGL, but NIL uses DirectX. To fix this, open
the normal map, search for flip green, check it and save. You need to do this
for both normal maps. Double click the material
to open the editor. The Addo is already
connected, which is good. Ldragon drop the Ambien
collision map and connect. Then drag in Metallic, connect the out color
to Metallic slot and do the same for the Roughness
map to the Roughness slot. We have two normal maps. The main one and the
secondary bomb detail. We need to blend them together. So hit tab and search for the blend angle
corrected normals node. This is the one we
want. Connect the main normal to the
base normal slot and the pump map to the
additional normal slot. This plants them nicely. Then connect the result to the material's main normal slot. Hit save and close the editor. Now, assign the new
material to our stone. Perfect. As you can see, the material is ready to go. Let's take a look at the final result for a
few different angles. H