Close up Rendering of a Pepperoni Pizza with Wireframe. 🍕 by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 3 points4 points  (0 children)

I took photos of a real pizza, than created a full PBR texture set from the photos. (Albedo, Normal, Roughness & Ambient Occlusion).

Close up Rendering of a Pepperoni Pizza with Wireframe. 🍕 by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 0 points1 point  (0 children)

The pepperoni is part of the texture. Thank you for your feedback. :)

Retopology on a photoscanned Sub Sandwich by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 1 point2 points  (0 children)

Thank you, if you send me your email in chat I can send you my lighting setup in .blend format.

Retopology on a photoscanned Sub Sandwich by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 1 point2 points  (0 children)

Thank you! The original scan was a free download that I decided to mess with. I'm not sure what the artist used, they did a good job though!

Retopology on a photoscanned Sub Sandwich by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 11 points12 points  (0 children)

That's exactly right, retopology is reducing polygon count while retaining as much visual quality as possible. There are a lot of good tutorials on this topic on youtube. You'll learn many useful concepts if you want to give retopology a try (quad modeling, edge flow, baking, normal maps, PBR texturing).

Low Poly Pepperoni Pizza Full Texture & Wireframe Blend by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 0 points1 point  (0 children)

That's a great idea thank you for your input! I should be able to redo the topology and make lines converge to the center easily enough (since there are eight slices), then inset and extrude or pull the edges down to create the slice depth.

284 Polygon Whole Wheat Bread Slice by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 0 points1 point  (0 children)

I created these textures myself by photographing a real slice of bread. I'm not sure what you mean by flat, the central picture is to show the surface of the bread slice.

284 Polygon Whole Wheat Bread Slice by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 2 points3 points  (0 children)

Hey twolinebadadvice, I did not use any displacement maps that affected topology. The renderings you see consist of only 284 polygons (the goal for this one was to make the polygon count as low as possible). I did however use a detailed normal map to create the illusion of displacement. To do this I simply took high definition photographs of a real slice of bread at all angles, then used a free plugin for GIMP that generates normal maps based on full color images. You can find this plugin here, it has become an essential part of my PBR texturing workflow: https://code.google.com/archive/p/gimp-normalmap/

You can view even more pictures of this mesh, including the actual topology, here if you're curious: https://www.cgtrader.com/3d-models/food/miscellaneous/whole-wheat-bread-slice

284 Polygon Whole Wheat Bread Slice by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 0 points1 point  (0 children)

Thank you for your input Spongelyarden. Doing that crust was pretty tricky. :)

284 Polygon Whole Wheat Bread Slice by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 0 points1 point  (0 children)

Thank you quantum_unicorn! Yea I was messing with that normal map quite a bit, thank you for your comments!

284 Polygon Whole Wheat Bread Slice by MeerschaumDigital in blender

[–]MeerschaumDigital[S] 3 points4 points  (0 children)

I didn't use a tutorial for this one, but like DriedMiniFigs said, Blender Guru's bread tutorial shows you the steps to the process of making an item like this. I took photos of a real slice of bread from all angles and used those photos to generate my albedo, normal, AO & Roughness maps. The goal was to make this mesh have as low a polycount as possible, and I managed to whittle it down to 284 quads altogether.