[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: 3dtext.jpg (13 KB, 300x322)
13 KB
Any pointers on realistic textures and what needs to be payed attention too - in relations to shaders and the way models are rendered within the game environment?
i noticed what differs a realistic model from unrealistic models is the AO map.

so that's important

hmm what else.. the hair needs to have alpha planes, there is a way to do that with zbrush fiber mesh or something. im not sure how.

don't expect procedural textures to do all the work, add some of your own brush paint in places where you think its needed.
first time i hear about AO maps. in most cases i worked with a uv map, specular and bumps.

just looked it up - will gona look into baking them into a texture, thx so much for the info dude.
roughness and metallic maps are important too. in addition with realtime lightning

rendered in hdri with reflection sphere
roughness and metallic are way more important than AO in PBR

If you want realism you're gonna go with PBR. Learn the workflow, there should be some decent (although heavy and somewhat impractical) documentation.

I would say what matters the most for realism is good base color and glossiness, texture bump (micro or macro depending on your material), good use of gloss variations, good use of dirt/wear, and post process/tonemapping.
Rough is gloss my confused anon
Why would you need to bake AO into textures when you can just enable AO in your engine?
This isn't a rhetorical 'im trying to be a smartass' comment; genuinely don't know.
>This isn't a rhetorical 'im trying to be a smartass' comment; genuinely don't know

not at all, quite a vaild question - i might have not read is this the board for pro developers or just a general 3d. I am not developing a game, simpy doing a mod or two.

As soon as the first reply mentioned AO, which i never heard of, i looked it up and besides ambient occlusion theory first practical results were along the line 'bake them into a texture' - which i am guessing it is a uv spread fine tuned attachment to a texture. Had a brief look into it so far.

this comment will make me re-read blue and red book and phong stuff from ages ago and another plane of existance lol

what i am attempting to do, when i got time and will to play with it, is to map some quality texture via blender models into pro evo game - starting point is https://implyingrigged.info/wiki/Pro_Evolution_Soccer_2016/Faces

as it can be seen from the link, just faces for players
A realistic skin shader is based on physical based and organic rendering.

>Albedo texture - For coloring the skin, no shadow or light information included like in a diffuse texutre, just color.
>Specular texture - Basically how glossy/rough the object is and what color the specular light has, for humans it's generally a grey value of 0.6
>Normal texture - For mesh and skin details, skin often has two normalmaps, a standard one and one for microskin detail, based on how organic your material is, you blur the normals a bit for faked light scattering within the skin
>Wrap lighting - Doesn't have to be a texture, this is for the "red ring" between light and shadow that appears on the skin, which is also part of the next important feature
>Subsurface scattering/Transmission texture - Light passes through organic objects like humans, which is why when you hold your finger in front of a lamp, you see it going red like E.T., or ears going red/orange in movies when the sun is behind a person. Anyways subsurface scattering is faking this effect with a texture.
>Ambient occlusion texture - Adds more detailed shadowing to the character

If you don't understand what i mean with the "red ring" between light and shadow and light passing through an organic object, look at pic related.
got it.

info i got so far from you guys gives me few new options to try out.

thx anons!
Because ingame AO is very (VERY) crude and deosn't preserve or pay attention to fine detail (wrinkles etc) at all. Realtime AO should be used to differentiate between two objects or add a basic layer of extra shade on a big object. AO maps are used to make the shading "pop" some more by adding crisp "micro-shadows" mostly in areas without string direct lighting.
*strong direct lighting
Oh, and if you come across the term "cavity map" - that's basically an AO map with a more extreme focus on very fine details.

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.