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Compare textures and final look between Verge3D and Sketchfab

Home Forums General Questions Compare textures and final look between Verge3D and Sketchfab

  • This topic has 4 replies, 2 voices, and was last updated 2 years ago by xeon.
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  • #50904
    tojekvfx
    Customer

    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.html

    This 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.hdr

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    #50906
    xeon
    Customer

    Substance 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 luck

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #50907
    xeon
    Customer

    Attached images showing z-fighting

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #51097
    tojekvfx
    Customer

    Thank 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_VFX

    #51098
    xeon
    Customer

    The 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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