From Statue to Real Life – Texturing for 3D Models

Do your artists possess the talent required to get the most out of reference photos and software like Mari and Photoshop?

To begin building your textures, it’s best to start with the highest resolution photos. We capture raw images in our photography and process them to ensure that the white balance, exposure, and any other needed adjustments are made prior to texturing. We output the images as non-compressed tiffs so that the final delivered texture has no unnecessary compression which degrades the colors and details. When shooting photography, we opt for cross polarization filters to eliminate highlights if necessary, or use a macro lens if we’re dealing with small objects. The reason to use cross polarization is to end up with a flat texture that can be lit later to match the lighting conditions of the film, television or game project.

specular_cross-polarizedtexturing

To apply the texture on the 3D model, UV’s must be set down. Based on your project, you may want to use a variety of maps to get the effect you desire. Our most commonly asked for texture maps are diffuse (color), normal maps, and displacement maps. Ambient occlusion maps, specular maps, and cavity maps are available upon request.

full body 3d scan

Likewise, the size of the texture can be suited to your needs. Regardless of your desired output, we’ll texture at a high resolution and downsize it to your needs or keep it as high as necessary. The most asked for resolution on texture maps is 4k (4096×4096).

Textures give your model life. Whether your artists drink Xango juice or not, your 3D scanning company should offer customization and specifications to meet your needs. Top notch texture maps will make you think, “Yea, that’s my model!” Go ahead, you can say it…Winning!

 

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tng vfx locations

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