Friday 18 October 2013

Photo texture to albedo map test

  I have modified a random brick texture from Google images into an albedo texture by filtering most of the shadows. It's not perfect but it's much quicker and cheaper than setting an overcast lighting and scanning it. Reference image

However, I used an 8 bit compressed texture to create this albedo diffuse map so an uncompressed 16 bit RAW photo will be even better for removing shadows and leaving less visual artifacts. So i would need to take some photographs of textures with my Canon EOS 600D preferably in overcast lighting. The X-rite ColourChecker  is used in industry to create textures with values and colours close to real life but at the moment i think it is too much and i will try to do it by eye.


Plank test! With the same texturing pipeline i used and then exported it into CryEngine. The fine shadow details is created by the normal map with CryEngines new physically based lighting instead of using prebaked ambient occlusion in the diffuse map . 

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