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804 行
24 KiB
804 行
24 KiB
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m_Text: "First, find a location without shadows or use an occluder to protect it
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from \nsignificant direct lighting.\rRemove the undesired elements. Pay attention
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to \nsignificant elements or patterns, especially if the goal\r is to create a
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tileable \nmaterial. Avoid walking in the area that will be captured so that you
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do not \nmake\r footprints in it or break natural elements.\r\nAt the location,
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use markers (Ex: tent pegs for soft surfaces, chalk for hard \nsurfaces) to define
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the area\r to capture (marked by red arrows on the photo \nbelow). For a 2Kx2K
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textures and a texel ratio of 1K texel\r per meter in a \ngame, use an area of
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2mx2m. It is important to keep the same ratio between \nthe real\r world and the
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virtual asset. Place the Color checker close to the area \nto capture:"
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Body: "First, find a location without shadows or use an occluder to protect it from
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\nsignificant direct lighting.\rRemove the undesired elements. Pay attention to
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\nsignificant elements or patterns, especially if the goal\r is to create a tileable
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\nmaterial. Avoid walking in the area that will be captured so that you do not
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(Ex: tent pegs for soft surfaces, chalk for hard \nsurfaces) to define the area\r
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to capture (marked by red arrows on the photo \nbelow). For a 2Kx2K textures and
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a texel ratio of 1K texel\r per meter in a \ngame, use an area of 2mx2m. It is
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important to keep the same ratio between \nthe real\r world and the virtual asset.
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