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What is the secret behind these SP hyper realistic texturing?

polycounter lvl 2
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focus_method polycounter lvl 2


ls it in good quality texture maps?

8K ?

some trick in UVs?

for example when i try to pain some alphas in substance, it is nice good looking from 1m lets say.

But when i zoom in it starts to loose on quality which needs to be opposite.

How to get this hyper realistic details in substance?




  • rexo12
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    rexo12 polycounter lvl 4

    Yes, I think a useful way to look at this is that "photorealism" is just as much a stylism as what's typically thought of as 'stylised texturing'. Conceptually, there's no distinction in how you approach them, which should be evident when you notice the range of unique approaches artists take to models that all claim to be 'photoreal'. So that said, on a theoretical level the 'secret' to these kinds of pieces is to approach them the same way you would approach a style study in more traditional mediums, and to realise that the same theoretical foundations (color theory, symmetry, etc.) apply just the same.

    On the technical side I expect some (but not all) of the artists you have linked are using 4-8k maps and UDIMS/multiple texture sets, in order to squeeze out a very very high texel density. You're always going to be designing your pieces for a specific view distance, so you're not going to have a case where zooming in closer than your intended distance will make the model look better. These artists have just set their intended view distance quite close. Post-processing can also go a long way to increasing the perceived detail of an image, I expect the crispness of that walkie-talkie is driven by the sharpness filter used rather than some absurd texture resolution.

    Check out the wiki if you haven't already, this is one of my favourite tutorials.

  • icegodofhungary
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    icegodofhungary interpolator

    It's pretty much just the techniques explained in these two tutorial series. Work in a high resolution. Keep things sharp because substance noises can run on the soft side of things. Study scans of metals or whatever surface you want to re-create. They also tend to blend their curvature map in overlay mode over their basecolor map. That radio definitely has it. That helps pop all the edges and gives that hyperreal look.



  • Mink
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    Mink polycounter lvl 3

    I have little to add, except really watch your roughness values. Don't make shit too shiny, I know it's tempting, but it makes everything looks fake. These above textures are made with many many layers of semi-subtle materials with model-based masking. So, like, if you want to make something look like these, pump up that resolution beyond all reason, and get granular and add wear. And watch those roughness levels, even a little bit of variance goes a long way.

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