Posts

00: Intro

For this project I will be writing about why it is important to do research before starting your own. I will be talking about photorealistic texturing. Photorealistic textures  Description, what is How it started, history.. what methods/techniques they used at first and how it improved matte painting, compositions? what makes an object real What makes an object photorealistic. What tools do i need to achieve this, whether the softwares i use can be used to make photorealistic textures where is photorealism now and where it is going. Photogrametry? Examples of artists replicating a real object Examples of not so experience artist replicating an object Starting my own project* Stablish a workflow  Real life Reference research,  breakdown of the object, albedo, roughness, metalness, normals, heights what softwares i will need or use depending the method or technique Real life measurements of the way the material reacts to light, real life size How real props used to be textu...

01: Project Introduction

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  Project Introduction  Aim of the project. For this project I will be researching the development of Photorealism and how it is applied in the modern days. I plan on highlighting the importance of research prior to the production of a photoreal 3d asset and I aim on improving my own texturing skills to achieve this technique. To understand how to create realistic 3d art, I first want to know how it started. I believe the history behind it is important, as this would help in the process by knowing the old methods and how they improved.  Furthermore, I plan on researching how photorealism is improving and how Artificial Intelligence is affecting it. I also wish to research into the creation of photoreal textures for 3d assets. This is an area of interest as I aim to become a better 3d artist.  Modern Examples Photorealism has been around for a while in many areas that we normally dont notice, let it be in films, or tv shows. In Ikea catalogs at least 75% of the images...

02: History of Photorealism

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The History Behind Photorealism Photorealism organically developed through multiple activities, methods, techniques and skills that improved over time to what it is now. I will be talking about the multiple ways from which this started. Art on Canvas The term 'Photorealism' began around the 60s when painters started exploring a more realistic side of art. 'Photorealist' was a name given to the artists who have achieved certain requirements, such as: Creating photoreal paintings for more than 5 years before 1972.  To achieve a high level of realism in their paintings, artists used to use a photograph from which they would obtain the information needed to achieve the technique. They would look for details such as reflections, scratches, dirt, how the light is displayed or even how the objects are laid out. Sometimes they would grid the canvas to obtain as much accurate details as possible.  Big Self-Portrait (walkerart.org) Matte Painting In layman terms, it is using one ...

03: Achieving photorealism - Different techniques

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There are multiple ways to achieve photorealism using different techniques and software. Depending on the artist and their job or even what they need it for they would use a specific way to create more realistic 3D assets.    Photogrammetry  The Evolution of Video Game Graphics (thelogocreative.co.uk) How Is Photogrammetry Used in Video Games? – PhotoModeler Photogrammetry is the process of extracting information from photographs. It starts with taking photographs and inputting them into a software, such as Recap by Autodesk.  Adjusting the settings to obtain either a measuring, 3d objects or a scene. Films such as The Matrix and Fight club have used this technique before, in Fight club, the scene in wich the parking has multiple destructive equipment, was done using 100s of images.  Fight Club (1999) - Computer Animation history-CGI! (jimdofree.com) The studios that worked on Death Stranding used photogrammetry to create a more accurate 3D character version of ...

04: Industry Professionals - Q&A

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In Linkedin, I reached out to multiple 3D artist and asked them a few questions about photorealistic 3d assets.  Message Hi ‘Person’s Name’, My name is Miguel Diaz I’m a VFX student at Futureworks University, I’m working on a third-year research project about Photorealistic textured 3D assets e.g., the evolution of how digital technology has replaced traditional methods particularly in the areas of digital asset texturing for animation, games and film and TV. This will also cover historical techniques from the beginning, present and its future. I’ve created an initial set of questions based on my research. I am aware that you are probably quite busy however, I was hopeful that you could answer some of my questions and give me some useful employment advice.  The questions are: 1.What do you think is the main factor that makes a 3D object/environment photoreal? As the lighting, little details, the object itself? 2. How important is the software that you use? 3. Looking at how te...

05: Industry professionals - Thought process creating photoreal textures

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In this section I will be explaining how industry professionals create photorealistic textures for 3D assets. I believe this will help me understand more about the process and discover new techniques to use in various software. Jason Rod is an Environment artist at Dambuster's studio. In his Artstation he has published a short course in which he explains how to texture an old hand drill. He used software such as Substance Painter, Marmoset toolbag and Photoshop. To begin with he created a low and a high polygon version of the drill and baked the normal maps using Marmoset.  In Substance Painter, he set up the scene to feel more like Unreal Engine. He changed the Hdri and adjusted other settings like tessellation and tone mapping, as Unreal is where he normally imports his 3d assets and both software render differently. Key points from his texturing tutorial: Jason first gathered various references from different websites, to get as many angles as possible of the object.  He th...

06: Personal work

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 To practice everything I have learned from the research and the people I spoke to, I am creating my own 3D asset and texturing it to be as photoreal as possible. I will be using techniques learned from artist such as Jason and Chun Chun, trying to follow their steps and thought process. To begin with I chose to create a fire hydrant. I believe this would have a lot of details as it would be exposed to the environment for a long time.  I aim to create a low polycount game prop that is as realistic as possible using 1 2k texture. I will also texture a higher polygon version of this just for comparison.  I gathered multiple references and input them in Puref.  This will be my main reference. From my references I wrote on the image the distinctive parts that I believe contribute to the realism of the fire hydrant. I looked at the areas where the paint was more worn off and chipped. Where the rust and dirt were more pronounced and also looked at the colour variations fro...