When preparing materials for 3D objects, it is recommended to create marker points on the object for reference. This makes it easier to compare the appearance of the object in the original software with its appearance in a rendered output.
In addition, it is recommended to prepare 3D objects in an environment that resembles the light setup of the destination rendering environment. For example:
Using the same HDRI for both environments
Aligning the strongest light source to have the same orientation
Testing how the specular amount and Normal depth values gets translated into VStitcher.
It is worth considering how VStitcher and Lotta deal with specular amount and spread.
Specular Amount in VStitcher and Lotta
Specular amount can be set by a color or an image.
Decreasing material transparency decreases the specular amount in VStitcher. A value of 100% transparency eliminates the specular effect.
Specular Spread in VStitcher and Lotta
This is also known as roughness.
VStitcher uses a logarithmic scale ranging from 0 to 5,000.
0 means no specularity with no effect coming from the specular image or color
1 means the specular spread is at its widest
5,000 means the specular spread is at its narrowest
When preparing a 3D object in Maya for use in VStitcher or Lotta, the following recommendations apply:
Bitmaps - use JPG files or non-transparent PNG files (with no alpha channel).
Diffuse Map - if the object has a logo which is a color other than black, ensure in the bitmaps that the other areas and any empty areas are colored black.
Shader - only use Phong shader.
Glossiness - use a very high value for the cosine power. A value of 2,800 is typically effective.
Channels - use only color, normal, and specular color channels
Embed - enable Embed Media when exporting the FBX file.
Clean - ensure unnecessary objects are cleaned and only export the geometries.