WK 11: Metallic Vase Workflow
Welcome back! These past two weeks the team I work with and I were able to scan a new metallic vase from the crow museum. This presented a challenge because the vase is metallic and we were originally unsure of how to get the texture for this vase. Below is a timelapse from one of our scanning sessions, and below that I’ll show the result, textures, and process!
timelapse of the team scanning the vase
Creating the texture map:
In order to create the roughness and metallic I exported out the albedo texture for the cross polarized and parallel polarized images. From there I took them into substance designer and I used a levels node to adjust the roughness. I then used a rgb split node to better isolate the gold accents and then used a levels node after to get the metallic map. Then, to make sure the color on the metallic looks accurate I masked out the gold color from the ppol texture and applied it to the xpol texture. I then export these to substance painter so that I can get a look at the model with the textures applied.
Substance 3D Designer Graph Nodes Setup
View of Textured Model in Substance Painter:
Final Texture Maps
From left to right: Metallic Map, Disp Map, Albedo Map, Roughness Map, Normal Map
These are how the final texture maps look! If you want to see how we cleaned up the geometry feel free to check out Vy Lams blog post where she goes over LODS and UV/Texture reprojection!: vylamart.com/pixel-foundry/part-1
WIP Lighting Setup Houdini
We are still working to get the lighting to look accurate in Houdini. Below I have my first attempt that I did, and below that are some attempts from others on my team. It’s not perfect but I was able to get the lighting to match the reference a little better by adjusting the exposure and rotation of the HDRI we took on set.
Joanna’s Turntable
Travis’s Turntable:
My Turntable: