Achieving photorealistic game models/assets

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16 comments, last by Tutorial Doctor 10 years, 3 months ago

Here is a model in Blender from the MakeHuman software:

Screenshot%20%28935%29.png
There is no ambient occlusion on it.


That looks really good.

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Yes, that does look pretty good. There are techniques for making that same model look even more realistic. Blender files, like all 3D Software, can usually be converted to another file format with little or no loss of data. Many of the most common 3D software have been developed with a lot of interchangeability (import and export) with other software, not only 3D Graphics but also graphics render engines and game engines.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

This particular model is missing a lot though. You can tell it is 3d. One thing it is missing is a specular map (skin isn't that shiny unless it is wet). Another thing it is missing is asymmetry. I just realized that asymmetry is what really makes a 3d model of a character look believable. Another thing it is missing is sub-surface scattering. Sub surface scattering adds life to figures that are organic. Subsurface scattering as it applies to characters simulates light passing through the skin, revealing a slight reddish pigment (blood). Also, when rendering plants and trees, it simulates the light passing through the leaf making it a bit translucent.

Another thing that adds realism is defects. There are small defects in skin that add to realism. Nobody has perfect skin. No plant is perfectly textured, etc.

I am thinking of making a tutorial on how to do quick and fast projection painting in Blender. It is very easy to add realistic texture to a character model in Blender. It only took me about 10-15 minutes to do it.

They call me the Tutorial Doctor.

This particular model is missing a lot though. You can tell it is 3d. One thing it is missing is a specular map (skin isn't that shiny unless it is wet). Another thing it is missing is asymmetry. I just realized that asymmetry is what really makes a 3d model of a character look believable. Another thing it is missing is sub-surface scattering. Sub surface scattering adds life to figures that are organic. Subsurface scattering as it applies to characters simulates light passing through the skin, revealing a slight reddish pigment (blood). Also, when rendering plants and trees, it simulates the light passing through the leaf making it a bit translucent.

Another thing that adds realism is defects. There are small defects in skin that add to realism. Nobody has perfect skin. No plant is perfectly textured, etc.

I am thinking of making a tutorial on how to do quick and fast projection painting in Blender. It is very easy to add realistic texture to a character model in Blender. It only took me about 10-15 minutes to do it.

That tutorial will be useful even though i don't what projection painting is :(. I modelled and textured (uv mapping) a reference head image 2 days ago and the model looked nothing like the reference and the texture made the head model look like plastic. I'm using a different head modelling tutorial by montage studio to see if it'll give me a model that looks more like the reference and maybe i can use your tutorial to texture it and make it look realistic.

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy


I'm using a different head modelling tutorial by montage studio to see if it'll give me a model that looks more like the reference and maybe i can use your tutorial to texture it and make it look realistic.

The best head modeling tutorial I have seen is this one:

And I have watched a lot. He is also using Blender. As for projection painting, this guy has a decent one:

They call me the Tutorial Doctor.

I'm using a different head modelling tutorial by montage studio to see if it'll give me a model that looks more like the reference and maybe i can use your tutorial to texture it and make it look realistic.


The best head modeling tutorial I have seen is this one:
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And I have watched a lot. He is also using Blender. As for projection painting, this guy has a decent one:

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Yup, that's the one i used. The model didn't look like the reference

UNREAL ENGINE 4:
Total LOC: ~3M Lines
Total Languages: ~32

--
GREAT QUOTES:
I can do ALL things through Christ - Jesus Christ
--
Logic will get you from A-Z, imagination gets you everywhere - Albert Einstein
--
The problems of the world cannot be solved by skeptics or cynics whose horizons are limited by the obvious realities. - John F. Kennedy

I find the biggest key for every artist that no artist wants to admit to is reference material. My friend models for EA and the bane of his work (on sports titles) is when certain soccer or hockey players don't have a lot of reference pictures to work from. On average my friend has over a hundred images to work from for any given model usually closer to the thousand mark if he can manage it. These include but in no way are limited to the turn around images, dynamic and bland lighting images, old and new images of the person, high res to focus on important features (as mentioned) defects and details like pore size & other skin type things, some times even pictures of family members to explore likeness, in the case of clothes (or sports jerseys in my friends case) reference material allows you to pay attention to details like of how fabrics sit on their body, etc. No reference is entirely useless, keep it all!

As mentioned, anatomy is key as well. If you don't have a firm grasp on the reality of your model you can't expect it to look realistic. Start with the most broad aspects. Get the silhouette to look right, then start in on details. Your eye will pick up problems right away when the silhouette doesn't look right. This should take you back to your reference material of course.

Shaders are key! Getting the most out of your textures is achieved through shaders. A painting can look great with all the right colors and all the perfect strokes with all the right brushes but if it doesn't use the light properly, it's just colors.

By the way, gradients in textures and shaders are a performance cheap way to get great realism.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer


Yup, that's the one i used. The model didn't look like the reference

I'm sure if he would have painted the texture on it and done some good lighting, it would look like the photo. Some people's facial features are subtle, and they don't have many prominent features. For example, when I see a 3d model without texture of Angelina Jolie, I can tell it is her from her lips. But some models I have seen of Angelina Jolie, even if they didn't get the lips right, when a texture was added, it looked like her.

His technique is very accurate though. You could also use spline modeling (but that is, to me, more difficult). A lot of AAA companies don't bother modeling that way (as you could see in the videos), they just scan someone's head using fancy software.

123d catch isn't up to par yet. hehe.

They call me the Tutorial Doctor.

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