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Vaiktorg

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Posts posted by Vaiktorg

  1. Sir, ive been researching about this and there is a post i made somewhere with some links to what i have found so far. 
    You should want to shoot 4 or more (depending on your lighting rig) pictures with light coming from different angles with the use of a circular polarized lens filter and in Photoshop set all layers to Lighten. This is your Albedo/Diffuse.

    Here you can learn how to make the Normal Map. I recommend also using your lens filter. http://www.zarria.net/nrmphoto/nrmphoto.html

    after taking the pictures, you can use this so that you dont have to use Photoshop! http://normalmapgenerator.yolasite.com/

    For specular color, youll need to do the same with as the Albedo but turning the lens filter 90 degrees or 180, i dont remember lol and then adjust the image in some way (not so sure about this yet, that is all i have found)

     

    now, you could go more technical and read about photogrammetry and laser scanning, spherical unidirectional harmonization pattern projection bla bla bla on some Siggraph documents.

  2. I found this pretty neat website on siggraph project documents about different methods of capturing normals, albedos, speculars, and other stuff, from surfaces.

     

    So... i was thinking... is it possible to actually get real-world readings with just a camera, a linear polarized filter, a black box, sequential hemispherical lighting on all 360 degree?

    What i mean is, taking a picture from a polarized camera thats 90 degrees aiming down to the surface, and each picture will have a different lighting value. Then with some editing, recreate all the maps? Or is it more complicated than this?

     

    http://www.pauldebevec.com/index.html

  3. Thank you guys! :D

     

    It will be kind of a dried skin kind of texture! and yes, i think so too!

    I'mma try to add some volume without loosing too much detail already lol! But it is greatly appreciated! :) I was going more of a "metal sword wrapped in skin" cuz of how i made the skin look on the pomel of the sword, The place where the fingers meets the hilt, was thinking on making it like some sort of webbed "skin" between each fingers, but i cant manage to make it look good lol

    post-38828-0-76495900-1419735975_thumb.j

  4. Did what you ordered and still can see a difference, the lights are conforming better with the normals and the masks in the model through the material previewer than the actual viewport. You could clearly see the difference in the texture on the painted camo and the depth on the paint over the bare metal, vs the viewport texture.

     

    Will try the same again with Beta 2 and come back!

    post-38828-0-79339700-1419729069_thumb.p

  5. Im having this issue where i cant really see what im doing because the viewport and the render room, is not showing me the correct visual representation of the PBR material. In contrast, the PBR Material Previewer works wonders and it looks how it is supposed to. Is this an BETA problem or is it just me? I added a picture of what i mean as an attachment.

     

    Yes, i have tried everything and read everything, even work with the lights!

    post-38828-0-85929300-1419658368_thumb.p

  6. If you can see in the image, i have various parts removed from the sword, and divided them into layers with the use of the "separate from hidden". They're supposed to be different meshes. I made the other layers in ghost mode so that i can have a visual representation where should i move the geometry over the other pieces. But it seems that there is still hidden geometry on the sword handle, where the blade should go.

  7. Ok so i manage to make a simple mesh and separated everything so that i can now start sculpting BUT! i came into this problem! I dicided the "organic part" of the model, from the metal ones. Now, when i try to sculpt over the place where the blade should be, part of the blade appears, so i thought to myself, probably i hvnt deleted the hidden geometry! ok, so i went to Geometry > Delete Hidden and went ahead to sculpt.... NOP! the blade's hidden geometry is still there!
    141956748312.jpg10885445_10204385742901043_1699876028714

     

  8. I believe that the best way to get this PBR painting would be with something that could let you visualize better what you are doing. The PBR painting is EPIC, no doubt! but, its rather difficult to see how its looking if the onbord render engine wont work with it. Why not step it a bit further like in Substance Painter/ Marmoset Toolbag?

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