05: Industry professionals - Thought process creating photoreal textures

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 then searched for more references of either the same or the similar objects with grunges and marks that he could create alphas from.
  • Separated the different materials and searched for more references according to them. In substance painter he created different folders and created smart materials that he later applied to the drill.
  • He constantly asked for feedback.

 

Chu Chun Yang


Chun Chun is a character artist at Blizzard who has participated in many live events sharing her knowledge. Chun mainly uses Mari however she also includes Substance Painter to her workflow. In the tutorial in which she aimed to recreate the chipped paint and rusty look of a real object, she shared many tips and tricks to create photorealistic textures.

Key points from Chun's texturing tutorial:
  • Stay whiting project time requirments
  • Analyse the asset: How close the camera will be will dictate how much detailed it will have to be.
  • What materials it is made of
  • Collect a lot of references
  • Build the materials from the root
  • Find/create decal stencils.

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00: Intro

03: Achieving photorealism - Different techniques

04: Industry Professionals - Q&A