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 textured for films.
miniatures

Layout

- Project Introduction
- History of Photorealism
  Photorealism in: miniatures, Matte painting, Art
  How it started to how it is going.
- Photorealism in the Games industry
-Q&A. Photoreal 3D Artists
Impact of Ai in 3D design?

-Personal Project
-Conclusion
-Bibliography

Scope of Project -

This should be a brief outline of what you are researching and why. This will help clarify in your mind what you are aiming for.

 

Current Research Outline

Identify:

  • Project and research structure
  • Where you are up to with your research and any notable outcomes

  • Who you have researched out to
Linkedin message,
Hi Pasquale, my name is Miguel. I am a university student, and I am currently working in an assignment focused purposely on research. Mine is based on textured photoreal 3d assets. My aim is also to improve my texturing skills and a better 3d artist overall, through the research that I am doing. I would love if you could answer a few of my questions and if it is ok I will also add the conversation to my research. The questions are: 1.What do you think makes a 3d object/environment photoreal? As the lighting, little details, passes? 2. How important is the software that you use?  3.Looking at how technology is developing, how important is the subdivision levels, high and low polycount, to create realistic assets for games? Thank you in advance for your time. Kind regards  Miguel
  • How you established your question set
  • Plan for final artefact

Critical Analysis of Initial Research

Identify:

  • The historical grounding for your research; where does you project fit within past, present and future practices?
  • Any potential bias you have come across in your research
  • Any potential gaps in your research
  • If you have deviated from your research plan and why.
  • How you are presenting the analysis of your research.
  • How you will feed your initial research into the next phase of your project.

  •  Creating 3d assets according to the research i have done in regards texturing. The project will consist of a diorama with a mixture of Organic, soft and hard surface assets.
  • How your research informs you about potential careers and future projects.
Improving my texturing skills and understanding how to create photoreal textures will help me down the line when applying for jobs as not only i will have a deeper understanding of how to texture better but i will also be more specialized in that area.

Things to work on:

  • citations 

































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