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3D4 Notes
3D4 Notes
01:
Photogrammetry:
When cleaning up the model in ZBrush do not move the pivot point or the textures will not line up.
When capturing:
low ISO
fixed lens
50 mm
use lossless file format
keep the entire object in frame
don’t switch between portrait and landscape
follow the shape of the object (same distance)
When cleaning up:
Smooth in ZBrush
Decimate
Unwrapping: ZPlugins > Decimation Master > Unwrap (be patient :)
Week 03:
Texture: too many images can mess up the texture
Import textures into substance painter: (file>import resources>texture>(only current session)>import)
-> drop texture into base color material and paint with images behind model
Mari -> for texturing (can import cameras)
Only export in “Maya + Arnold” once model clean-
up and textures are finished (take transformations into account when reimporting to reality capture)
Week 04:
Unreal Engine 5
Made to put things together still use other software for modelling, sims, etc.
Bottom left:
content browser with all content with the project (saved in immediately content
folder) > have a good file organization for better workflow > different levels (like
maya scenes)
Settings > enable engine content
File organization:
levels folder
static objects folder, rigged meshes folder etc.
Navigate viewport:
turn on “support hardware ray tracing” and “use hardware ray tracing”
Actors (window > enable place actors): basic lights, geometry, etc. to add to you scene
Lights:
Directional light:
o lights in every direction (works like a sun)
o set lights to movable
o position can only be changed by rotating
Point light:
o sphere around light shows how far it reaches
o units can be changed to have more specific control of the light intensity
o Hard shadows because of “point” light > change source radius for softer
shadows
o weird shadows > make sure “cast ray traced shadows” are on
Spot light:
o weird shadows > make sure “cast ray traced shadows” are on
o change attribute radius for how far the light can go
o change source radius for softer shadows
Rect Light
o turn off snapping for smoother moving (or change snapping degree)
o change size in details > source width and height
o change barn door size and rotation
o weird shadows > make sure “cast ray traced shadows” are on
Channels: objects and lights can be put into channels so they don’t interact with
light/objects in other channels (by default everything is in channel 0)
HDRI Backdrop:
o change cubemap to change image(from engine content or import image to
textures)
o mainly for reflections
o can be disabled from viewport when hide in game mode is selected from
details menu
Volumes:
Importing:
in content browser
put models into mesh folder (turn off create materials and import textures> import
all > separate objects)
merge separate objects in model by importing with advanced setting combine
objects only one shader
prepare objects before importing by importing with different sets to be able to apply
multiple textures
to apply materials put them in textures folder and create new material
material editor can be docked for easier navigating
in material editor open content browser and drag in textures and connect to the
correct input
save in material editor to view changes in viewport
make sure to apply to the correct object
specular: parameter at 0.5
right click nodes > convert to parameters to give correct name
in content browser right click to create instances to add additional textures for other
objects
Rendering:
Saving: save all in Content Browser (shows asterisk when something can be saved)
Week 05:
Unreal Engine 5
Save space by deleting all target platforms from epic games launcher
Week 06: