Make 3D Textures from Real Objects using Photogrammetry! | Blender, 3DF Zephyr, Photoshop

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  • Опубликовано: 7 окт 2024
  • Sorry in advance for some of the audio; new mic. In this video, I go over a technique for creating normal and albedo maps from a real-world object using photogrammetry. Ever come across an object with a repeating texture that you wish you could capture in 3D? Using Blender's texture baking functionality and 3DF Zephyr's easy photogrammetry workflow, you can.

Комментарии • 5

  • @lobos9182
    @lobos9182 3 года назад +2

    But did you edites the final image to trim the sides that look bad?

    • @ChrisRCGI
      @ChrisRCGI  3 года назад +1

      Yes, you're right. It didn't make it into the video, but I used the clone tool, healing brush, etc. in Photoshop to extend the textures right out to the border of the images, to get rid of those edges. The only catch is, if your material's normal map needs to match the albedo precisely, you need to be careful doing it that way, and may want to simply crop.

    • @lobos9182
      @lobos9182 3 года назад

      @@ChrisRCGI thanks man, is there a merhod to trim a the same time the normal map? And What would be the final meassure of the image?

    • @ChrisRCGI
      @ChrisRCGI  3 года назад +1

      @@lobos9182 If you align your two images in the same Photoshop document (one on top of the other), and then use the crop tool, the crop tool will crop the borders of the document canvas, so then, you can just save the image, turn off the top layer, and save it again as something else. So, you can save both your normal and albedo with the same crop applied. Make sure you use a square crop (set the ratio to 1:1 at the top when using the tool). As for the dimensions, this will affect them in an unpredictable way (depends on how much needs to be cropped). For most applications (including Blender), it won't matter if the images aren't exactly 4096px squared. But some applications absolutely need a "power of 2" texture size. If that's the case, you can up-res your resulting texture by changing the Image Size in PS, but this will result in a slightly "artificial" resolution. It will still look ok though. So you can set it to 4096, or down-res to a 2k texture. Hope this helps!

    • @lobos9182
      @lobos9182 3 года назад

      @@ChrisRCGI yeah! Thanks man, you have amazing work, it would be cool you make more videos working with 2d images and textures for 3d, because i think sometimes with software like substance painter or substance designer we forget that there are other methods that can bring good results