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Batch processing textures

During my work at Aeroplane XR. A client came with an interesting request of turning all of the photographed packages into detailed realistic 3D models in a game engine. The images were taken by the client, all we had to do was process them somehow into textures, ready to be used on their corresponding 3D models.

The Photoshop batch function and processing software package were key in finishing this project within the deadline.

The final result

The final result

Some of the 1185 raw images received from the client.

Some of the 1185 raw images received from the client.

The images first had to be processed through the Photoshop's batch function to remove the backgrounds from the images,
 followed by a script I made in Processing to group the corresponding images into single textures.

The images first had to be processed through the Photoshop's batch function to remove the backgrounds from the images,
followed by a script I made in Processing to group the corresponding images into single textures.

The exported textures after running my script on the individual images.

The exported textures after running my script on the individual images.

Making 174 individual models for the packages would be unwise. All packages sharing a similar package design were therefore put in the same category. Resulting in only having to model 21 models.

Making 174 individual models for the packages would be unwise. All packages sharing a similar package design were therefore put in the same category. Resulting in only having to model 21 models.

As expected some models would start showing overlapping issues. Some were quickly fixed by changing the material ID of some polygons to use a different color. Others had to be individually photoshopped to remove the overlap.

As expected some models would start showing overlapping issues. Some were quickly fixed by changing the material ID of some polygons to use a different color. Others had to be individually photoshopped to remove the overlap.

These bag packages were a bit more tricky to get their textures, as they are not simple rectangle shapes like the others.

These bag packages were a bit more tricky to get their textures, as they are not simple rectangle shapes like the others.

Just like the other packages, I photoshopped the bag textures into nice rectangles.
There is no problem if they get distorted as I will model the distorted properties into the 3D model itself, to then edit the UV into rectangles as well.

Just like the other packages, I photoshopped the bag textures into nice rectangles.
There is no problem if they get distorted as I will model the distorted properties into the 3D model itself, to then edit the UV into rectangles as well.

The UVs of the 3D models are done and all the different textures in their categories fit if they get switched.

The UVs of the 3D models are done and all the different textures in their categories fit if they get switched.

Some packages needed additional textures for their reflectivity, this had to be indidvually photoshopped during the remaining time until the deadline.

Some packages needed additional textures for their reflectivity, this had to be indidvually photoshopped during the remaining time until the deadline.