Physical materials

Highly detailed level textures for demanding 3D artists

The omnipresence of 3D in all areas.

The use of 3D has become essential now, it is present in a lot of fields to promote its product.
It is obviously used especially in entertainment (cinema, series, video games, advertising, special effects, ...), in architecture, but also in the design and preservation of heritage.

Realism

Current problems in the 3D market.

No matter what material you create, it has real physical properties, which are recreated from different texture maps.
For the material to react properly to the light that is being carried, it is therefore essential to recover the exact physical coefficients, something that most studios in the world do not do.
They roughly estimate these properties and create them manually, especially for the Specular Map and the Freznel effect.

This lack of precision therefore gives a "fake" and unrealistic aspect to the materials, and the most common solution to hide this lack of realism is to create a very dark lighting.

PBR

Recovery of all Maps.

Our method of capturing and creating materials allows us to recover absolutely all maps with all the exact physical coefficients, including Specular Map.

Delighting

A process that perfectly deletes our textures.

When scanning a texture, it is essential that the Albedo Map no longer contain any light reflection, which would distort everything.
Our material capture process allows us to do this very precisely.

Arduinna Silva Studio Physical material light Arduinna Silva Studio Physical material delight

High resolution textures

Thanks to our process and our scanning equipment, in this texture, for a surface of 1m², the highpoly is 560,000,000 polys.
This allows us to produce textures without problem from 2k to 8k.

Exact calibration of the Color Map

The Color Map is perfectly calibrated compared to the original material that has been scanned.
The difference between the 2 photos below, one being the original photo of the material and the other being the texture placed in a scene, is almost non-existent.

Arduinna Silva Studio Physical original color Arduinna Silva Studio Physical 3D color
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Textile
High definition material
Brick wall
High definition material
Ground
High definition material
Dead leaves
High definition material
Statuette
High definition material