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#welcome to nawy's 3d school for complete beginners
originalartblog · 16 days
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"Nawy what do you MEAN quick-ish 3D render it's got scratches and everything and I thought this was real for a minute!!"
Well, first, thank you very much that was the intention ❤, and second, you see, all speed is relative, and between finding my references, modeling, texturing and lighting, on top of having to learn how to make convincing gems, it still took me quite a few hours. I, however, cut corners everywhere for speed, and I wouldn't put this piece in a portfolio in its current state.
But! for the curious, I thought I could do a simple breakdown of how the witchcraft happens, without using too much specialized language to make it more accessible. In short,
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In this case, I’m talking about a 3D model that was textured (colours and stuff) and then lit (lights on!) to make a pretty final picture. The objective is not to make a tutorial, but to put in simple terms what a 3D artist does to make something go from this, to that:
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(people curious and/or trying to see if this interests them welcome)
I'm skipping the 3D modeling part altogether, since it isn't where most of the magic happens here. Just know that to be able to add colour and stuff on a 3D object, you have to go through the process or "unwrapping" it, which is like doing those foldable cubes in reverse
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and then we can draw on it!!
Now, the good stuff:
Surfaces (metal, plastic, fabric, wood, skin, etc.) have different looks that make you able to differentiate them on sight. To make something look realistic, you have to try to replicate real life into the 3D world (duh.)
The software developers took care of the hard part (math and coding), so as artists we can play with the parameters available to make something pretty. What those parameters are depend on which "recipe" we're using. One of the most common "recipes" for realistic results is called PBR: Physically Based Rendering, named that way because it's trying to replicate real-life light physics. In this case, the 4 basic parameters are called albedo, roughness, metalness, and normal.
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Albedo is the base colour of the surface (easy stuff). Roughness is to determine if a surface is rough or shiny. Metalness is to say if something is made out of metal or not. The normal is there to add all those tiny details you don't want to or can't sculpt on your 3D model (engravings, fabric bumps, etc.)
The roughness and metalness are black and white images because the information you're giving to the software is black = no and white = yes. It's easier to understand in the metalness image, where everything that is NOT a metal is black, and everything that IS a metal is white.
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The normal is a bit more complex, but in short, it uses the colours green and red to know what is up/down or left/right, and will help the software fake relief on top of the model. You don't make it by hand; it's computer-generated from other stuff I'm not getting into.
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With the technical stuff out of the way, we can actually use these. There are specialized softwares that will let you preview the results of each parameter in real time, so you can see what you're doing easily. This is what I have.
That software comes with some types of surfaces that are already set up, like the fabric in my piece, which was already 85% good for me straight out of the box. Then, it's up to me to use the tools available to decide how shiny a surface is, if there's dust or scratches and where, what colours things are, if there's metal parts, etc. That's where you can see a 3D artist's skills.
And finally, you bring it all together into a specialized software that can render 3D stuff and use those images on the corresponsing parameters, and then light the scene.
Because it all comes down to this: the light! For something realistic, light is vital to get right. You can pour your heart and soul into those tiny scratches, but if you don't light the scene correctly, well...
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So we carefully light the scene to get some nice highlights to make the textures look good and highlight our subject (it's basically a photography studio inside a computer)
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And then we add some camera effects...
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and voilà! pretty picture!!
... and if you somehow did notice something different with the bolo tie from my last post, I did find out while taking all these screenshots that I messed up my initial renders in a way that made everything darker than it was supposed to be and that's why my gold looked so muddy...
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I hope this was interesting and that you learned a thing or two!
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