How the hell do you get this good at making textures, do these people just play around in substance designer all day or are there actual tutorials on how to do this
>>613332dude scans lmao
>>6133321. Buy a nice camera with a wide dynamic range, like a Sony a7 series if you want cheap, or a Nikon 8XX series if you want quality. Also get a tripod, some lights with soft boxes, a polarizing filter for the lens, and polarizing film for the lights. If you want to be ultra-fancy, also get a Ricoh Theta.2. Set up your camera and lights for soft, even lighting on your subject. If you opt to use the filters, when they're all aligned in phase, it removes all reflections off of any object, leaving pure diffuse color. The difference between a polarized and plain photo can be used to derive a specular/roughness map, but this is more practical when capturing flat surfaces rather than 3D objects.3. Capture a shit ton of images from every possible angle, the larger and more complex the object, the more you need, but generally no less than 30 images.3.5. If you were capturing an object outside and not in your studio, use the Theta to capture a 360° HDR from the position of the object you're capturing, this will let you de-light and recreate the lighting later.4. Use Agisoft Photoscan or Reality Capture to compile the images into a 3D scan, you can also derive the texture for the object at this time.5. Perform topology cleanup work in a program like ZBrush, and export for retopo into your program of choice.This is a pretty broad outline of how it's done. Additionally, when making 2D surface captures, you can download a normal map shader for ZBrush, resize your document to like 4K or whatever you want the texture to be, and make a document capture to create the normal map for your surface.
>>613353Your post is my holy grail right now. Thank you for sharing.
Assuming you don't have said camera just hope that there's something on CGPeers so you can rip it or you might have to shell out some cash for someone else's textures.It'll save you a lot of time.
I'll tell yuh a trick I've used on models that are less organic, or with less variation in them. Just take a really high res photo of what you are going to model. Then go in photoshop and find only a few small pieces, like 512x512 that you can make a nice clean huge seamless texture from. Then add this and that here and there so the texture has some character and looks a bit more organic.Apply that, add lights, render. This won't work too well for the bread in that photo but certain things like the table, paper, and maybe the shakers will come out pretty decent.Decent enough that your dumb normy client will think your a god.
It's obviously photo sourced or some scans. I don't like photoscans they always look out of place, looks like you just took a jpg from Google image search and slapped it onto a rough 3d model. To make bakeware without photosourcing you would have to make a baking simulation that simulates the rise of the dough in the oven, internal structure, gluten and coarseness of the flour, cracking of the outer surface coated in flour, browning and many other variables, which would be doable if you had a lot of time on your hands and you are really into 3d bakeware but I doubt anyone would bother. I'd call it Marvellous Baker.
>>613353good shit, thanks senpai
>>613400holy fuck that's both absolutely hilarious and autistic
>>613400>I'd call it Marvellous Baker.My sides, they got their normals flipped.
>>613400You'd fucking better patent and copyright that shit right now my dude. You or your imaginary children will be so fucking rich one day.
>>613332Here's some more bread for you.
>>615020I want that bread.
>>615015There is no cheating, there is only the final output.It help with things like bread, meat. But even so its not like it will carry you. Anyone would need to understand how everything else works first. Otherwise Quixle or substance is cheating.
>>613332Textures like the table or the fabric are actually quite doable in substance designer