It depends how photorealistic you want it to be .. if you want to really push it I dont think photosourcing the textures is the right way to go due to it being a fuzzy cloth material
Hey everyone, I'm looking to create a photorealistic PBR (Physically Based Rendering) material/texture for a tennis ball. I'd like to capture my own photos of a real tennis ball and use those as the basis for the texture. I'm wondering if anyone has experience with this and could offer some guidance. Specifically, I'd love…
it's a "matted" fibrous texture aka felt with a rubber seam you could probably find something similar that is "flat", scouring pad perhaps which might be better to deal with.... or something procedural to generate the material tennis ball felt
Physically based materials in games IMO are true looking only for limited number of subjects. Like something plain plastic or metal. And even never look same in different renderers. Compare iray and GL in substance designer /painter for example. Anything complex like grass , asphalt surface , snow , velvet , anything fury…
I see) Then it could be a golf ball or Globe. I'm interested in the technique of creating such a texture/material from real object. I understand that I can spin the ball on an axis and take photos from multiple angles. But what to do with them next? Main question for me: How to sew them together into one whole and how to…
I think the OP is more interested in getting photosourced materials from 'any' sphere I had a small think about that and wondered if it were possible to apply the same technique used for HDR capture from a chrome ball I then stopped thinking and didn't investigate any further In terms of NERFs / Gaussian Splats for fur...…