Home › Forums › General Questions › Compare textures and final look between Verge3D and Sketchfab
Tagged: comparison, sketchfab, textures
- This topic has 4 replies, 2 voices, and was last updated 2 years, 6 months ago by xeon.
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2022-04-07 at 9:53 pm #50904tojekvfxCustomer
Hello Verge3D,
Great software, and only compliments for this great Maya plugin. I have a test showing the same model in 2 different display platforms. The Verge3D textures seem to be softer or less defined, I am curious if other people can suggest what issue I have overlooked to get these two models looking identical.The Sketchfab rollerskate
The Verge3D rollerskate
http://xyzstud.io/3d/verge_app_06_rollerskate/verge_app_06_rollerskate.htmlThis original model is from an Adobe Substance tutorial called rollerskate, exported from Substance 3D Painter with 2k textures direct to sketchfab. The Verge3D version went to Maya, new materials with aiStandardSurface (no filtering), textures used are Normal (png), albedo, AO, roughness, metal, all jpeg. The one difference for the Verge3D version is the 3 black and white textures are packed into one file, Red, Green, Blue, AO, Roughness, Metalness (no compression). They both have the same HDR 1k lighting environment, and zero post effects applied.
Light_studio08_ry000_v01.hdrAttachments:
You must be logged in to view attached files.2022-04-08 at 4:11 am #50906xeonCustomerSubstance is great for creating some really nice texture detail and your model looks good. As you are aware Sketchfab and Verge3d are uniquely different. Each requires its own set of unique material tweaks to make one look like the other. The first thing I noticed that was different was Z-fighting on you Verge3D scene. This could be caused by the model or it could be caused by the camera near and far distances / clipping planes. The attached image shows this issue as black stripes. This problem continues until you get very close up on the model itself and it still retains a lot of the clipping around the sole, the eyelets, and other objects. So at this time it would not be fair to judge the two renderings side by side.
But once zoomed you can see some differences.
Sketchfab – lighting is brighter, the camera appears to have larger FOV, normals are stronger, shadows appear softer, gamma appears to be higher…etc.So the question is what side do you want it to look like. Verge3d has darker shadows, darker background, softer lighting…..etc
If you are going to do a comparison you need to make all things equal. Keep in mind your HDR background…you should put a control point in it so you can be sure its in the same place for both. In my experience the backgrounds just dont map identically thus lighting can be off if you compare.I would also open up the textures that Substanced output for sketchfab and compare them side by side with what you got in MAYA. My bet is compression, size, will not be the same.
A simple test is to take the textures and output them from substance then create materials using those exact textures without packing them differently and I am sure your output will be very similar.
Good luckXeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2022-04-08 at 4:13 am #50907xeonCustomerAttached images showing z-fighting
Attachments:
You must be logged in to view attached files.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2022-04-14 at 11:20 pm #51097tojekvfxCustomerThank you for that full response Xeon, very helpful. For sure your idea of exporting the textures from the two platforms and comparing them is a good one, I will try that soon. One funny thing about your attached image showing the Z-fighting in the Verge3D model scares the hell out of me. My browser does not show that at all, in fact it looks completely standard. But hey, could be a browser setting, I am using Chrome on a PC. Otherwise, yes, I agree with your other comments. I will be continuing to look into this, and now plan to concentrate on the webflow and html parts.
Thank you, Tojek_VFX2022-04-15 at 12:40 am #51098xeonCustomerThe Z fighting might be model related or far/near plane issues in the camera. Either way simple to fix.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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