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