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Thats really cool talk :)
Wow it's so refreshing to see projects inspired by serious cinema and even more literature, most 3D artist I know probably never heard of Tarkovsky and wouldn't go through an Art film that is "foreign", 2.5 hours and has really slow shots. It's a shame, there's so much inspiration out there waiting to be taken from all the brilliant XX century Masters of cinema... Keep up the good work, I really hope to see more stuff from you.
Grzegorz Baran, an artist from Ubisoft, released a mind-blowing guide to photogrammetry which is a result of over a year of his photogrammetry research. The 166-page document covers all key points for building photogrammetry-based PBR textures.
I wanted to scratch my photogrammetry experience together and create something, that would help to save somebody’s time, learn on mistakes I made and best practices I found.
I covered entire process in details from surface capture towards baking, seam removal, tweaking to getting final, useful, tileable in all directions high quality PBR material.
Key software I use: Agisoft Photoscan, ZBrush, Substance Designer and Substance Painter.
A preview of the guide from ArtStation:
The pack with the document also contains:
- _final_tweaks.sbs – Substance Designer graph the artist used to tweak materials
- plane_uv1to1.fbx – simple plane with 1:1 uv he used in Substance Painter to tile textures.