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Capturing real-world materials for real-time development

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Workflow produces usable base color, smoothness and normal maps from eight lighting positions and 18 shots, using DSLR with 50mm and polarizer, a chrome ball, flash on a tripod, Photoshop and photometric‑stereo software, then imports into Unity HDRP via a Unity HDRP mask map. Results work for leather, fabrics, plastics and non‑reflective metals and fail on highly reflective or transparent surfaces. Tiling is handled with a Unity tiling tool ($8 asset); outcome: a library of 120+ materials.

AI-written summary · about

  1. 0:00Intro
  2. 1:25Create realistic looking materials in Unity using photometric stereo processing
  3. 2:31THE MANUAL PART
  4. 4:05SETTING UP THE ROOM
  5. 5:02POLARIZER SET UP
  6. 8:31FLASH AND CAMERA SETTINGS
  7. 9:43CAPTURE
  8. 11:03COLOR CORRECTION
  9. 13:19AVERAGE ALBEDO AND SMOOTHNESS
  10. 16:27STEP TEXTURE TILING
  11. 22:34INTEGRATING WITH UNITY
  12. 24:20QUESTIONS?
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