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๐งต Untitled Thread
Anonymous at Mon, 5 Jul 2021 22:55:55 UTC No. 837245
I have a really simple question, /3/, but there's so much info out there on the web I can't make heads or tails.
I'm not a 3D person. I know how to sculpt, and nothing else. But I need to use 3D models in my graphic design work. And for that I need perfectly orthographic, rendered materials.
I honestly have no fucking clue how to do it. Blender? A rendering program? I have no idea. I literally just need a lit, high-res render of an orthographic view of a PBR texture, or possibly a Substance.
Where do I go?
Pic sort of related. I need that, but like, flat.
Anonymous at Mon, 5 Jul 2021 23:00:45 UTC No. 837246
>>837245
You can sculpt ur shit in blender and bake the height map, then use quixel mixer or substance to texture it further, on that note, bake the normals as well.
Anonymous at Mon, 5 Jul 2021 23:02:10 UTC No. 837247
>>837246
almost forgot, bake it from 4k upward.
Anonymous at Mon, 5 Jul 2021 23:03:15 UTC No. 837249
>>837246
I have no real intention of doing any sculpting or modeling myself, because frankly I don't get paid enough to spend that kind of time.
Like, that picture comes from a pack of models with textures I got online. I just have no idea how to get them to look like the picture.
Anonymous at Mon, 5 Jul 2021 23:43:24 UTC No. 837255
>>837249
Not clear what you are asking. You are looking to showcase someone else's models and textures for your graphic design work and you want it to be rendered orthographic? If that's the case you just change the perspective on the camera of whatever program you are using and render it.
Anonymous at Mon, 5 Jul 2021 23:50:27 UTC No. 837256
>>837255
I think he just means images of PBR textures that he can use.... as textures in Illustrator and stuff.
>>837245
Should be as easy as putting the materials on a plane, setting a camera to orthographic looking at the plane, set up your lights, and render.
also
new captcha fucking sucks.
Anonymous at Mon, 5 Jul 2021 23:54:53 UTC No. 837257
>>837256
Basically exactly that.
>Should be as easy as putting the materials on a plane, setting a camera to orthographic looking at the plane, set up your lights, and render.
All of which I understand conceptually, in that I get what all the steps are, I'm just wondering if there is a simple way to do it that doesn't involve a ton of fiddling around in Blender (which I have no idea how to use) or something every time I need to render a new model.
I already use PBR textures in Photoshop, but the closest I'm able to get them looking like rendered 3D is manually compositing the different maps together which is alright, but it lacks that real lighting that sells it.
Anonymous at Tue, 6 Jul 2021 00:06:50 UTC No. 837258
>>837257
I'm almost certain Photoshop has some completely fucked 3d lights built in. Since some dude who hand-paints normal maps onto paintings uses them to relight them.
As far as the steps required in blender....
shift-a > plane
Numpad7 to go in top view, ctrl+alt+numpad0 to copy the view to active camera
Go to camera settings, change from perspective to ortho (adjust scale to fit the plane in entire view)
Go into rendered or the preview view (just hold Z)
Add a sun lamp (or other lamp) with shift+a > light, use G and R to grab and rotate how you want
Add material to plane
Go to shader editor, import the image textures (shift+a>texture>image texture)
There should already be a Principled BSDF shader there already
Plug them into all the matching inputs
You'll have to add a normal map node to use the normal map (shift+a>vector>normal map), plug the image into that node, and then the output from the normal map node into the normal input of the Principled shader
*Note that all of the color spaces should be set to "Non Color Data" on the texture nodes, with the exception of your diffuse/base color
Press F-12 to render.
Save as Image.
I gave you a bunch of shortcuts and stuff to make it simpler to write out, but you can do all of that without a bunch of keystrokes as well.
It all sounds complex, but it really should only take 40s or so to do.
After you can just swap out the image textures and re-render for other materials.
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Anonymous at Tue, 6 Jul 2021 01:40:16 UTC No. 837265
>>837258
Ok, so that was basically enough to jump start what I needed, with a little targeted help figuring out how the node editor and stuff worked, and I really appreciate that.
I guess the quest now is to find out how to actually use lights and stuff to get real, useable outputs. Normally if I need lighting on a texture, I paint it in by hand.
I'll have to look to see if there's any videos on good light setups. I guess my question is, is there an easy way to swap models in, without having to set up a new camera and light composition every time?