this is an Excellent article, the way its set out with the vids and pics. very technical but not rambley. I learnt alot out of it.
Bob would have been proud
Congratulations Lukas:) Amazing piece of 3D parametric shader:) thank You for sharing Your knowledge:)
Grzegorz Baran has released his video tutorial which is a result of over two years of his photogrammetry research. The tutorial is said to cover things the artist wasn’t able to discuss properly in his ‘Guide for Environment PBR Texture Creation using Photogrammetry’. The 1,5-hour guide covers the full process and gives some intricate details, like the gear needed to get high-quality results.
I haven’t recorded any voice commentary, just used text in a way I usually do in my youtube video tutorials. If anyone thinks voice commentary would be more useful instead of background music please let me know and I will consider replacing it in future updates. Would be a shame as I spent ages trying to compose it. To make jumping between sections easier almost each has its own background music.
In this video, I covered entire process in details from:
- surface capture (tripod, monopod, hand)
- image preproduction (Lightroom, PhotoLab)
- photogrammetry based surface reconstruction (Agisoft Photoscan)
- building low poly model on flat and retopology on complex surfaces (ZBrush)
- baking (Substance Designer)
- manual seam removal (Substance Painter)
- material tweaking (Substance Designer)
- getting final, useful, tileable in all directions high-quality PBR material
Besides the video file, there is also a ZIP file attached. It contains:
_final_tweaks-a-n-b-ao-h.sbs – Substance Designer graph I use to tweak materials, but with 5 input maps (albedo, normal, bent normal, ambient occlusion, height)
seam_removal_plane_uv1to12.fbx – upgraded ‘seam removal plane’ with additional 20% of tileable space, UV-mapped to be used in Substance Painter
photogrammetry_puzzle.spexp – preset file with settings I use to export maps from Substance Painter