To achieve a realistic picture of the 3D art, you need to understand 4 main steps: modeling, adding textures, appearance improvements, and lighting. Ignoring any of these steps will not achieve the desired results.
Start creating a ready-made photo as a model. Instead of trying to skip other steps by adding textures, first add the seemingly authentic material, use some highlights to set the diffuse color to 50% grayscale, set the roughness to 0.5, and then set the lighting.
Next, in your Hdri, the parallel light is aligned to the sun's angle, and usually the HDRI will produce a more reasonable effect through a faint shadow, so you can reduce the Hdri gamma in Photoshop by about 0.75, while increasing the contrast to achieve a more vivid and darker shadow. Only adding illumination to the scene really makes sense, and adding illumination is used to create edge highlights to make the photos truly vivid.
After the lighting is set up and transferred to the material, it is necessary to focus on the high light and roughness attributes to achieve a realistic picture of the material, usually by assigning the texture map to the slot to break the surface of the material.
Here's a quick tip to add a hsv/node between texture and material to quickly darken or illuminate the texture to achieve a more coarse or shiny surface. Do a few more things, test and adjust the numbers, make small changes until you are satisfied with the results. Finally, you can add a bit of depth to the camera to improve the sense of the real camera.
1. Modeling
Use photo reference to create the basic outline of the model, the number of polygons remain low, and then subdivide when finished. The orange in the picture is the only module that needs to be replaced, so first put the Orange model into the zbrush®, using texture mapping as an alpha reproduction of the Orange's bumpy, careful examination of the small holes in the orange surface.
2, lighting
Lighting two areas in the window and a 45-degree area illumination on the fruit, with a beautiful edge highlight, the HDRI image is subdivided into three separate images in Photoshop and then placed in the color slot of the area illumination, which adds a lot of color information to the light and shadow. Break area lighting provides a unified foundation for appearance.
3. Textures and Shadows
Import the subdivided models into the Mari and draw the textures manually, then export the textures, connect them to energy-saving materials such as alsurface or VRAYMTL, and use Photoshop only to create all the textures (diffuse/bump maps) using the diffuse reflection map. To create a high light map, convert the diffuse map to black or white, and simply reverse the specular map.
4. Secondary surface scattering (SSS)
This step can make the fruit look juicy and soft, without this step, the fruit will not look real. Bananas and oranges add more secondary surface scattering, because they are very soft, Apple recommends adding some gloss, so that more light reflection model, rather than in the absorption and scattering, all these settings after the material is finished, and finally the model can be rendered, Keyshot is a good 3D rendering software, might as well try.