In this final episode of the basic turntable photogrammetry series, I will apply the PBR Textures exported at the end of the previous episode to the Low Poly model.
Video Transcript
Hello everyone! In this final episode of the basic turntable photogrammetry series, I will apply the PBR Textures exported at the end of the previous episode to the Low Poly model.
To conclude, I will reposition the object at the origin of the virtual world and apply Rotation and Scale transformations, making it ready for use in other contexts.
The object already has a basic Principled material, created in a previous episode. In a Shader Editor, I import the Textures exported from Substance Painter and connect them to the corresponding input channels of the Material.

When connecting these images, we need to keep two things in mind. The first is that only the Base Color Texture should have sRGB as its color space. For all the others, we need to set the mode to Non Color Data.
The second thing to remember is that between the Normal image and its corresponding input in the Principled node, we must insert a Normal Map conversion node, as indicated by the colors of the ports on the two nodes. In this node, we must then specify the UV Layout, which was created by Blender when we unwrapped the Low Poly geometry.

Using a 3D view in Rendered mode, we can adjust the intensity of the Normal Map as needed using the Strength parameter in the Material tab. This will be necessary because the Normal Map coming from Meshroom, and later exported from Substance Painter, will often be too strong, causing shading issues, as I showed in the video.

The lighting I am using is not ideal for evaluating the final effect because it consists of a uniformly bright background without any light sources casting shadows or highlighting details. However, I will change the lighting later, as my current focus is on adjusting the model’s position, orientation, and scale.
First, I set the object's Origin to its geometry, then move the object to the center of the virtual world.
Next, I adjust the object's orientation and scale. The original object was slightly over 12 centimeters long. I resize it to approximately 4 centimeters along its longest dimension.

After making these transformations, I apply the Location, Rotation, and Scale transformations to the object. Now this object is ready to be used in other contexts, so we can save it as a separate file.
The render you are seeing contains the same walnut shell duplicated and repositioned multiple times. I did not use Compositing, but keep in mind that you can use Blender's nodes both to modify object Materials and to adjust the final appearance of the render in Compositing. However, this concludes this episode and this basic series on creating a Turntable photogrammetry project! I hope these videos have been helpful to you! See you soon!
