Super Easy Scan 3D Objects Photorgrammetry | Substance Sampler Tutorial

Nexttut
2 Feb 202317:44

Summary

TLDRこのビデオでは、3Dアートの基礎を学ぶための「バレル」モデルの作り方を紹介しています。2015-2016年にメキシコで小さなビジネスを始めた制作者が、MayaやSubstance 3D Samplerを使い、学生にUV、テクスチャリングの基礎を教える方法を探求した物語です。特に、Photogrammetry技術を使ってSubstance 3D Samplerでバレルを立体化し、リアルタイムレンダリングで高品質な結果を生み出すプロセスを解説しています。この技術はゲーム開発や3Dアート制作において、リアルなテクスチャリングを実現する鍵となると同時に、スキルアップにも大きく役立つと言えます。

Takeaways

  • 😀 スクリプトは、MayaやSubstance 3D Samplerを使って3Dモデルを作成する方法を紹介しています。
  • 🎨 樫のバルコニーは、3Dの基本を学ぶための良い教材として使用されています。
  • 📸 フォトグラメトリーは、多くのスタジオで使用され、3Dアーティストのスキル向上に役立つ技術です。
  • 🛠️ Substance 3D Samplerを使って、写真から3Dモデルを作り出すプロセスが解説されています。
  • 🔍 AI技術を利用して、特定のオブジェクトをマスクアウトすることで、3D再構成をよりクリーンに保ちます。
  • 💻 高いグラフィック性能とRAMが必要な処理で、古いコンピュータではうまく動作しない可能性があります。
  • 📈 メッシュの精度を調整し、必要に応じて法線や高度なテクスチャ情報を生成することができます。
  • 🎭 テクスチャの調整には、色替えやブライトネスコントラスト、色相飽和度などのフィルタを使用して視覚的な興味を加えることができます。
  • 🔄 フォトグラメトリーから得られるメッシュは、通常、法線情報が不十分なので、他のチャンネルから推定する必要があります。
  • 🌐 最終的な3Dモデルは、Marmosetのようなリアルタイムレンダリングソフトウェアで使用可能です。
  • 🎓 Substance 3D Samplerは学生向けに無料で利用可能で、非常に低いコストでサブスクリプションが利用できます。

Q & A

  • ビデオで紹介されたバーレルは、どのような役割を持つ教具ですか?

    -ビデオで紹介されたバーレルは、3Dモデリングの基本を学ぶための教具として使用されています。メイバやUV、テクスチャリングなどの基本的なことを学ぶために、シンプルな球体や箱よりも良い選択肢として選ばれました。

  • ビデオの作成者がなぜ、メイバを学ぶ際にバーレルを使うと言っていますか?

    -バーレルは3Dの基本的なことを学ぶ上で非常に良い方法であり、多くの基本的なテクニックを学ぶことができるためです。バーレルは教師にとっては標準的な練習として使用されています。

  • ビデオで使用されたテクニック、フォトグラメトリーとは何ですか?

    -フォトグラメトリーは、多数の写真から3Dモデルを作成する技術です。ビデオでは、この技術を使ってバーレルを再現し、リアルタイムレンダリングで非常に良い結果を得ています。

  • ビデオで紹介されている最終的なバーレルの結果はどのようにして得られましたか?

    -最終的なバーレルの結果は、Substance 3D Samplerを使用してフォトグラメトリーを実行し、リアルタイムレンダリングソフトウェアであるMarmosetで表示することで得られました。

  • ビデオで言及されたSkillshareとはどのようなサービスですか?

    -Skillshareは、アートやデザイン、ビジネスなど様々な分野のコースを提供するオンライン学習プラットフォームです。ビデオの作成者は、Skillshareですべてのコースをアップロードしており、1か月間の無料トライアルが利用可能です。

  • 3D Sampler 4.0で新しいプロジェクトを作成する際に、データセットとは何を指しますか?

    -データセットは、使用したいオブジェクトを撮影したすべての写真を指します。ビデオでは、バーレルの写真を使用して3D Sampler 4.0で新しいプロジェクトを作成しています。

  • ビデオで説明されているマスク生成の目的は何ですか?

    -マスク生成は、AI技術を使用して各画像からオブジェクトを特定し、3D再構成をよりクリーンにするためのマスクを作成することを目的としています。これにより、周囲の環境からの不要な情報は除外され、バーレルのみが再構成されます。

  • ビデオで言及された「ハイ_PRECISION」オプションとは何を意味しますか?

    -「ハイ_PRECISION」オプションは、3D Samplerで使用される設定で、より高精度のメッシュを生成するために選択できます。ビデオでは、このオプションを使用してバーレルのメッシュを生成しています。

  • ビデオでバーレルのメッシュが生成された後、何を修正する必要がありますか?

    -バーレルのメッシュが生成された後、バウンディングボックスを調整してバーレルの外れているポイントを除外し、地面プレーンを正確に配置する必要があります。また、下のキャップがないため、バーレルの下部分を撮影する方法を見つける必要があります。

  • ビデオで使用された「カラー_スイッチ」機能とは何ですか?

    -「カラー_スイッチ」機能は、1つのチャンネルの情報を使用して別のチャンネルの情報を影響づける方法です。ビデオでは、この機能を使ってベースカラーからROUGHNESSチャンネルを作成し、テクスチャの詳細を追加しています。

  • ビデオで言及された「ブライトネス_コントラスト」調整はどのような目的を持っていますか?

    -「ブライトネス_コントラスト」調整は、ROUGHNESSチャンネルにのみ影響を与えることで、テクスチャの明暗やコントラストを調整することを目的としています。これにより、リアルな見た目のテクスチャを作成することができます。

  • ビデオの最後に、作成者がどのようにしてMarmosetにモデルをインポートし、どのようにテクスチャリングを適用しましたか?

    -ビデオの最後に、作成者はSubstance Samplerからメッシュとテクスチャをエクスポートし、Marmosetにインポートしました。その後、テクスチャを適切に接続して、最終的な結果を表示しています。

Outlines

00:00

📚 3Dモデリングの基礎学習:バーレルの作り方

この段落では、講師が2015-2016年にメキシコに帰国し、小さなビジネスを始めた時のエピソードを紹介しています。3Dモデリングを学ぶためのプロップとして、球体や箱ではなく、バーレルを選択した理由や、バーレルを使った基本的な3D知識の学びについて語られています。また、バーレルを用いた3Dモデリングの教育方法として、Photogrammetryを使ったSubstance 3D Samplerでのバーレルの作り方と、その最終結果について説明しています。

05:01

🎨 Photogrammetryを用いた3Dサンプリングの基礎

この段落では、Photogrammetryの重要性と、3Dアーティストとしてそのスキルを身につけるべき理由について説明しています。さらに、Skillshareというサイトを紹介しており、そこで提供されているコースを通じてスキルを向上することができると呼びかけています。その後、3D Sampler 4.0を使用してバーレルの3Dオブジェクトを作成し、画像データの取り扱い方やマスクの生成方法について詳しく説明しています。

10:03

🖼️ 3DリコンSTRUCTIONのプロセスとテクスチャの調整

この段落では、3D Samplerを使用して3DリコンSTRUCTIONを開始し、メッシュのスケーリングや境界の設定方法について説明しています。さらに、メッシュの処理時間や、システム要件について触れ、メッシュの完成後に行うノーマルマップやアンビエントオクルージョン、カラー情報の調整方法について詳しく紹介しています。

15:05

🛠️ テクスチャの仕上げとエクスポート

最後の段落では、テクスチャの仕上げ方とエクスポートプロセスについて説明しています。カラーチャネルからROUGHNESSチャネルへの情報継承方法や、ブライトネスとコントラストの調整、メタルネスチャネルの追加など、テクスチャの詳細を調整する方法を紹介しています。最後に、Marmosetにインポートし、使用する準備を整える方法についても説明しています。

Mindmap

Keywords

💡3Dモデリング

3Dモデリングとは、コンピュータ上で三次元空間のオブジェクトを作り上げるプロセスのことです。このビデオでは、バーレルを例に3Dモデリングの基本を学ぶ方法が紹介されています。バーレルは3Dの基礎概念を学ぶのに適したモデルとして選ばれています。

💡Maya

Mayaは業界標準の3Dコンピュータグラフィックスソフトウェアで、アニメーション、3Dモデリング、エフェクトなどを作成することができます。ビデオでは、Mayaを使用して3Dオブジェクトを作成する方法が学ばれる場面があります。

💡UVマッピング

UVマッピングは、3Dモデルの表面を二次元のUV座標系に投影するプロセスで、テクスチャを適切に適用するために使われます。ビデオでは、Mayaを使用してUVマッピングを行う方法が学ばれるかもしれません。

💡テクスチャリング

テクスチャリングとは、3Dモデルにテクスチャを適用するプロセスで、モデルの見た目を豊かにします。ビデオでは、テクスチャリングの基本やテクニックについて説明している可能性があります。

💡フォトグラメトリー

フォトグラメトリーは、多数の写真から3Dモデルを作成する技術です。ビデオでは、フォトグラメトリーを使用してバーレルの3Dモデルを作成する方法が紹介されています。

💡Substance 3D Sampler

Substance 3D Samplerは、フォトグラメトリーを利用して3Dテクスチャを作成できるソフトウェアです。ビデオでは、このソフトウェアを使用してバーレルの3Dモデルを作り上げるプロセスが説明されています。

💡リアルタイムレンダリング

リアルタイムレンダリングは、コンピュータ_GRAPHICSで生成された画像を即座に表示する技術です。ビデオでは、Marmosetツールを使用してリアルタイムレンダリングを実行し、バーレルの3Dモデルの完成度を確認しています。

💡スキルシェア

スキルシェアは、様々なスキルを学ぶことができるオンラインプラットフォームです。ビデオでは、スキルシェアでのコースへのリンクが提供されており、視聴者がさらに学ぶことができると示唆しています。

💡マスク

マスクは、画像の特定の部分を選択的に表示または非表示にできるようにする2値画像です。ビデオでは、AI技術を使用してマスクを生成し、3D再建をよりクリーンにする方法が説明されています。

💡ポイントクラウド

ポイントクラウドは、3D空間内のデータポイントの集合であり、3Dモデルの形状を定義します。ビデオでは、ポイントクラウド情報を使用してバーレルの3Dモデルを再建するプロセスが紹介されています。

💡メッシュ

メッシュは、3Dモデルを構成する多角形の集合です。ビデオでは、メッシュの再建プロセスが詳述されており、バーレルの3Dモデルを作成する際に重要なステップです。

💡法線マップ

法線マップは、3Dモデルの表面の傾きを定義するテクスチャで、リアルな影やハイライトを作り出します。ビデオでは、法線マップの生成方法やその重要性が説明されています。

💡ラフネス

ラフネスは、物質の表面の粗さを表す属性で、反射や光沢に影響を与えます。ビデオでは、ラフネスチャンネルを作成し、バーレルのメタル部分の粗さを表現する方法が紹介されています。

💡エクスポート

エクスポートは、3Dソフトウェアから他のソフトウェアやプラットフォームで使用するためにモデルやテクスチャを保存するプロセスです。ビデオでは、完成した3Dモデルを他のエンジンで使用するためにエクスポートする方法が説明されています。

Highlights

使用photogrammetry技术在substance 3D sampler中创建3D模型的方法介绍

barrel模型作为学习3D建模基础的典型案例

photogrammetry在游戏和其他3D应用中的实用性和流行度

使用marmoset实时渲染引擎展示最终3D模型效果

barrel模型的非优化状态和多边形数量讨论

通过photogrammetry技术实现的纹理质量在游戏开发中的应用

Skillshare平台课程推广和一个月免费试用介绍

3D sampler 4.0版本新特性和3D对象beta功能的介绍

导入照片集并使用AI技术生成遮罩以优化3D重建过程

遮罩在控制3D重建中的错误信息和提高精度中的作用

系统硬件要求和处理大型3D模型时的注意事项

使用高精确度设置进行3D模型的网格重建

3D模型重建过程中的等待时间和处理时间讨论

模型重建后的处理和优化,包括缩放和对齐

使用不同的多边形数量重新处理模型以获得不同细节级别的讨论

模型在substance 3D sampler中的显示问题和解决方案

使用color replace和switch channel技术创建粗糙度贴图

通过调整亮度和对比度来增强粗糙度效果的方法

使用substance 3D sampler的过滤器和功能来创造视觉趣味

将3D模型和纹理导出到其他引擎或软件的步骤

substance sampler对学生和设计师的经济实惠订阅选项

视频结尾对观众的感谢和对频道增长的期望

Transcripts

play00:03

[Music]

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hey guys welcome to the next video in

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this Channel today I'm going to tell you

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a small story back in 2015 2016 when I

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came back to Mexico and started my

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little business over here I was trying

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to come up with a like like something a

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prop or something that my students could

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do in order to learn Maya in order to

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learn seabush how to do proper UVS how

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to do uh texturing and all this stuff

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and I didn't want to do a simple sphere

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or a simple box so after doing a little

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bit of research I found the barrel the

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barrel is a prop that has been used a

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lot of times and it's a really really

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good way to learn a lot of basic things

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about 3D so ever since then the barrel

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has become kind of like my my staple

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exercise and every single time I started

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a new software I teach my students how

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to do a barrel inside of that software

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or using the techniques for that

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specific software and that is exactly

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what we're going to be doing today today

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I'm gonna show you how to bring this

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little Barrel right here to life using

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photogrammetry inside of substance 3D

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sampler this is the final result we're

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inside of marmoset right now which is a

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real-time rendering and as you can see

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we get a really really really nice

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result yes this is not optimized it has

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quite a bit of the like a lot of faces I

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believe I can show you the wireframe

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here it's not super super optimized but

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it's it's quite good like for just a

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very basic acid it's quite quite good

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and the cool thing about this is that uh

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if this was a game for instance we could

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have multiple of these guys and you can

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see the textures look really really

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really good so photogrammetry is one of

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those things that has been really

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powerful in the last couple of years a

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lot of studios are using it nowadays and

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I do believe that if you're going to be

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a mother artist or a character artist or

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any kind of uh like 3D artist knowing

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about photogrammetry and how to

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implement it in your pipeline is going

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to give you a huge huge boost in your

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skills so I'm gonna show you how to do

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that after this very brief skillshare

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promotional

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hey guys Abraham here I just wanted to

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remind you guys that we upload all of

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our courses to skillshare skillshare is

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this amazing site where you can access a

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ton of different content to learn

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improve and grow as an artist we have

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all of our courses available to watch

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and learn from right now in skillshare

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you can check the description down here

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and skillshare is offering one free

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month trial to their premium membership

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with this membership you're going to be

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able to access all of our courses and

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watch and learn all of the amazing

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things that we cover with all of the

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softwares so what are you waiting for

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check skillshare down here below

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there we go so we're inside the 3D

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sampler 4.0 and this is a like at the

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time of this recording this update

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happened two days ago so there's not a

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lot of new information things will be

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improving and will be changing as these

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things uh keep on going and but right

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now we have as you can see here this is

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a new project and we have this 3D

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objects beta so I'm going to click here

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I'm going to create a new 3D object and

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it's going to tell me to import my data

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set your data set are of course all of

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the pictures that you took of whatever

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object you want to use in this case I

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want to use this little Barrel right

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here

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um the images should be in jpeg Target

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pngs like normal files I made the

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mistake of taking them with an I wasn't

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an iPhone I think it was an iPhone so I

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had to convert the images make sure

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they're in jpeg it's easier targets

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um because it's it's the way that this

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software works now once you import your

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images you're gonna get this you might

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get this thing called photo groups and

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photo groups are like a very basic way

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in which substance sampler

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divides the groups of photos thinking

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that they belong to is the same objects

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as you can see here it took like I think

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18 photos into one and then the next

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photo Group which is this one has ad1

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photos so this is the set that we're

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going to be using we're going to be

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using photo group number

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um number two now before we just hit

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submit which you could and it's going to

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give you a nice result but before we do

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that I'm actually going to go to masks

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and I'm going to generate a new batch of

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masks what this will do is it will go to

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each individual image and it will create

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a black and white image using AI

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technology to find out what the object

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is that you're looking for and it will

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generate The Masks that's going to make

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your 3D reconstruction a lot cleaner

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because if you don't use mask what's

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going to happen is you're going to get

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information from all over the room

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especially if you're not in a control

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environment you're gonna get for

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instance this back table right here the

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walls the windows and we don't want that

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we only want a little Barrel so that's

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why we're focusing on that specific

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object and that's what we generate to

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check your mess you can go here to the

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image and as you can see it's now linked

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to a mask this is temporary very file

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you can just click this one right here

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and look at that we got a very very nice

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mask right there now the generation of

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the batch masks is relatively fast as

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you can see it's almost done it's like

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three quarters of the way but after we

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do this after the masks are done and I

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hit submit that's when things are going

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to be a little bit slower with this kind

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of Technologies since there's a lot of

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processing things that needs to happen

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make sure you have enough space and make

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sure you have enough like computer power

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to do so if you're trying this on a very

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old computer you might be struggling

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actually the recommended settings are a

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graphics card that has at least I

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believe six gigabytes of Graphics memory

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at least 12 gigabytes of RAM like you do

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need a little bit of a beefy computer uh

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but it should be done it could

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it should you should be able to do it uh

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regardless so now I'm going to hit

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submit I'm going to say high precision

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and default under further ordering and

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this is where the actual processing is

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going to begin

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I'm gonna pause the real the video real

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quick it's just gonna be a quick jump

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for you and in the meantime what the

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well yeah just it's just gonna be a

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quick boss I'll be right back

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I was gonna say that on my computer I've

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done this a couple of times I've

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actually recorded this like three or

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four times because it was crashing well

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not crashing I was having issues with

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the recording but it usually takes about

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five minutes three four minutes

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depending again on the complexity of the

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object depends on the amount of images

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that you have and the quality of the

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images just be patient and went for the

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wait for the whole process to to finish

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uh there's not going to be any like

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window or something it's just gonna

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straight it goes straight to the mesh

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reconstruction okay you're not going to

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get any sort of like uh check mark or or

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anything

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there we go so as you can see we

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finished the processing and it's gonna

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jump straight to the mesh reconstruction

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which is going to give us the point

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Cloud information which by the way if

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you're familiar with other ways to

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process Point Cloud information you

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could export that specific information

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out of um other substance sampler for

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use in other like pipelines so there we

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go as you can see here is the

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Reconstruction for a little Barrel this

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is the point Cloud we're not seeing the

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model just yet and the first thing I

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want to do here what I want to do here

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is I want to click this little show

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bounding box icon so that we can scale

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the bounding box and constrain it to

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only where the little Barrel is you can

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see it got or it captured a couple of

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extra points outside of the barrel and I

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really don't want that I want to keep

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this thing close close to the barrel I'm

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even going to grab the ground plane here

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and get it right there so it cuts the

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barrel right at the border unfortunately

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we're not going to have a lower cap for

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this Barrel we would need to find a way

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to photograph the lower parts of the

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barrel sometimes they like usually like

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elevated platform or something I've seen

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people for instance for food they would

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poke the object like imagine a donut

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what they would poke the the donut with

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a little uh like long wooden stick and

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that way the connection point is very

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simple and they can just clean it up

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later on so there's a lot of ways to do

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it but for now we're gonna keep it

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simple for this one

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there we go and I hit submit there's

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going to be another process and this is

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the one that usually takes a little bit

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longer again it depends on your memory

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your system and everything but this is

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when it is actually processing the mesh

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so that you get something

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um that's going to be working okay now

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we're going to be able to see the actual

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mesh after this process I'm gonna

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possible click again wait for this to

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finish and I'll show you the result

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and here we go so this one took about 10

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minutes roughly to um to process and

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this is what we get now uh here's a

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little bit of an interesting thing that

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I found you could immediately add this

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to your project however this is actually

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not like prepared with the normal base

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and the height base that we need which

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uh like messes up the whole pipeline

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really so even though you don't have to

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process a new version I do recommend

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that you do

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um and it can be at the same like sort

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of like amount of faces you can even go

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like higher if you want like let's try

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75 000 faces I'm not going to move any

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of the options here but you're welcome

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to explore them there's a couple of like

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little tweaks and things that you can do

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usually by default you're going to get a

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really nice result again I'm just doing

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a very Pro like a new process version

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here with seventy thousand seventy five

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thousand uh polygons okay it's pretty

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much like decimation inside of C brush

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so you cannot get a specific Target

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count there we go now again uh this is

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in be there so it has a couple of issues

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I noticed that there's this sort of like

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weird look and the whole thing like it

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looks like the normals are like messed

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up don't worry once you have this like

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version one and you're happy with a bass

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I'm just gonna say add to project I'm

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gonna hit OK

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what's gonna happen is we're gonna get

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it here and as you can see it looks

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perfectly perfectly fine so even though

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it looked really weird on the on the

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display that's what where I got stuck a

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couple of times while doing this process

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uh it's gonna look fine right here okay

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so look at this I mean this is amazing

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it looks really really really freaking

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good and not only that but if I go over

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here and I change to 3D and 2D view I

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can change the information and there is

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normal information right now there's

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very little normal information why

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because we don't need as much normal

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information because the object is quite

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heavy in its um in its uh phases right

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however we can go to this option right

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here open the properties and let's bring

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them down here there we go and what we

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can do is we can reprocess this for

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instance if I switch from 75 000 to 7 uh

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or 7500 and I hit enter it's gonna

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reprocess the whole thing but now with

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10 times less the amount of faces that

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we have okay and look at this this thing

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pretty much the same thing but now

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there's way more information on the

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normal map because we're going to be

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needing it for everything that we are

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out doing here so yeah this is this is

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great and you could technically export

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this as is to any software and you're

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ready to go we have normal information

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we even have hide information if you

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want to do some displacement later we

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have ambient occlusion which is great to

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get an extra little punch there and of

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course the color which is really really

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important you can change the

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um the texture projection here you can

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change things as like for instance here

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on the normal page number where I said

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Advanced General baking you can add

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anti-aliasing so we can add like a two

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by two anti-aliasing effect and this

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should give us slightly better results

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just be careful with this it's a slow so

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every time you do it you have to wait a

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little bit for it to process and as you

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can see the the ubis yeah right here I

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mean they're not perfect but they're not

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that bad like we could work with this if

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we had to do something inside of

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Photoshop for instance and yeah now I'm

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gonna show you one thing that's really

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really cool and that is the roughness

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because we don't have any roughness

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channel right uh unfortunately

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photogrammetry cannot capture roughness

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but if you have seen any of my series

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when I talk about textures roughness can

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be kind of like inherited from the color

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okay so I'm gonna add I'm gonna go let's

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close I would like to

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dock these things but it's not letting

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me let's just knock it right there there

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we go so I'm gonna go here to layers and

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what we can do is we can add a custom

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filter not custom filter sorry a layer

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and there's one called color replace

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okay so

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switch channel switch channel switch so

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Channel switch is a way in which we can

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use the information from one channel to

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affect the information of another

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channel so right now as you can see this

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is set to base color and base color so

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pretty much copying one color to the

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same layer what I want to do is I want

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to use the base color and switch this or

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move this to the roughness Channel look

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at that so now we can use the base color

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to a factor of this Channel and we can

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use blending modes such as multiply or

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overlay and play around with the opacity

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to modify how this thing is going to be

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affecting the overall elements uh if we

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go now you can see that we have a

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roughness channel here look at that we

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have roughness information that we can

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use now usually this or this little

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Barrel was a little bit um

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when rougher than I wanted to so again

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no problem like switching these things

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around and finding something it looks a

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little bit better overlay is quite nice

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let's try and multiply multiply is not

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that bad

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and what I want here is I want the metal

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bands which are the dark ones to be a

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little bit rougher than uh or a little

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bit less rough which means darker than

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everything else the wood should be a

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little bit darker now on top of this I

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can add another Channel such as say uh

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levels

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it's not the levels it's over here this

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brightness and contrast I'm going to add

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this on top and this brightness and

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contrast thing I can say hey I only want

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you to affect the roughness Channel it

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works very similar to how it works

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instead of a substance for instance and

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we can crunch this up as you can see

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right there crunch this down and play

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around with the values until we find

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something that gives us a little bit

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more of an interesting look

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okay

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this is something like this not bath

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you can go back to the channel switch

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and play around with the opacity

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get to get the general effect of how we

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want this thing to be brightness and

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contrast again only affecting the

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roughness

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and there we go now I'm not a huge like

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I'm not a master user of this 3D sampler

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there's people that do a lot more stuff

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with this and they they can generate

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really really cool looking elements

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let me see if there's another filter

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like levels

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you can go here to filters

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sure let's see what else can we do color

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replace no color temperature no

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but yeah you can use all of these

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filters and create like different

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variations some of them are are more

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oriented towards like textures like

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people who want to do like a

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let's try this

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Hue saturation over here again we only

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want to affect roughness

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we can affect

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like a general lightness or Darkness

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over here there we go something like I

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just want to create like a visual

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interest on the texture as you can see

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right there

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um I wish we had levels that would be

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really really cool

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and I guess we can do it with this thing

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there we go

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looks a little bit better let's go back

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to channel switch

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a little bit there

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that's it we can generate some

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interesting and complex things over here

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seems like it's actually

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am I invert anything it kind of looks

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inverted doesn't it

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it's the overlay

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uh now let's do divide there we go

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let's go divide let's go brightness and

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contrast

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and adjust these things right here

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that's a little bit better

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there we go

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so I wonder at least I want the crevices

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to look a little bit like less less

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sharp look at that now that looks more

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like like a realistic effect now we

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could do the same thing with metalness

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like I I don't have a metalness or this

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thing is very rusted so it's not as

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shiny as it could be but we could do

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like similar features with metalness to

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obtain uh what we want finally the last

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thing that we need to do to get this

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into uh into marmoset and use it if we

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need to is to go to this button over

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here which is the share button and let's

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clear this queue we're going to export

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on the mesh settings you're going to

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cite the format which in this case could

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be fbx and in this one you're going to

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check for what engine do you want or for

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what a specific preset you want to

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export let's say I want to do Arnold I

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can select which Maps I want to export

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um let's do like um again on real Engine

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4 here jpeg the texture size you can

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export this a higher at a higher uh like

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size even though we did the bakes at 2K

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it's gonna resample them and create like

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a 4K texture which is really really cool

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and uh yeah once you do that we are

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ready to jump into marmoset just connect

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our texture our textures like I did

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right here by the way if you don't use

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Marvel set I do have a course really

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really good about marmoset all of the

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stuff uh down here on the links as well

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but uh yeah this is the final result my

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friends like once you do this you can

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get any object

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scanned from your phone directly into

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any engine or anything that you might

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need so hopefully this whole process has

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been helpful to you guys again it's

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really new information so there might be

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a couple things that change in the

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future if you're watching this down the

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line make sure to check the latest

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updates on the software usually on the

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documentation you're going to find like

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anything that changed from the process

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that I'm showing to the newer processes

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that you might find uh but it's a game

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changer guys like this is really really

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easy to do substance sampler is free if

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you're a student and enrolled in a like

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a a proper University or a authorized

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University it has a really cheap

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subscriptions just 20 bucks for sampler

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designer and painter so I do think it's

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worth it to be honest and yeah you can

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get this very cool looking results

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really really fast so that's it for this

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one guys thank you very much for hanging

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around and I'll see you back on the next

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couple of days make sure to leave a like

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share subscribe if you like this tip it

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could really help the channel to hit uh

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33 000 subscribers we're really close to

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our our goal so uh every every little

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bit of support helps thank you very much

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guys I'll see you back on the next one

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bye

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