andreas söderberg [email protected] 3d-scanning pipeline for games
TRANSCRIPT
To create an aff ordable pipel ine to get real l i fe objects into a game engine with some soft of scan method
I also wanted to display these meshes in a small demonstration level
PURPOSE
Start by sett ing the l ights and tak ing the photos. Between 50 to 70 i s enough for most objects .
Run al l the steps that Photoscan need to create a mesh and a texture. Remove the unwanted geometry f rom the object and export as an OBJ fi le .
Load the OBJ fi le in Maya. Rotate the mesh right and adjust its s ize . Export as a new OBJ .
Import the OBJ fi le in Zbrush and load i ts texture . Subdivide the mesh and sculpt on it to enhance both things that goes into the mesh and th ings that points out f rom i t . After that , run the Zremesher funct ion. Export the low poly mesh as a new OBJ .
Open that OBJ fi le in Uvloayout, cut the UV parts and unfold them . Save the UV mapped mesh as a new OBJ .
In Xnormal , load both the high poly and the low poly objects , and a lso load the texture for the high poly. Bake the base texture, normals and ambient occlusion . The cavi ty map can enhance the texture a b i t extra but i t takes so long to bake that I s topped to bake i t .
Load the base texture and the ambient occ lus ion maps in Photoshop and insert the AO as a new layer with the layer blending mode called multiply .
Load the unedi ted base texture in Crazybump and go to the specular tab . Load your low poly mesh in the previewer and adjust the parameters .
Load everything in Maya to make sure that i t works. Adjust the pivot point if needed .
Photoscan > Maya > Zbrush > Uvlayout > Xnormal > Photoshop > Crazybump
FROM START TO FINISH
THIS IS WHAT THE ORIGINAL SCAN LOOKED LIKE. HOLES IN THE MESH DUE TO THE SPECULAR REFLECTIONS AND THE THIN
EDGES.
Simple geometry that is fast to create in Maya, 3DS Max, Modo or whatever software one uses, like tables and chairs are good examples of things that is both faster and gives a better result to do by hand.
More organic things, that one would use Zbrush or Mudbox for, are generally easier to scan.
WHAT TO SCAN AND WHAT TO BUILD
I ALSO HAD TO DIVIDE THE SCAN INTO THREE PARTS. FIRST THE CLOTHES,
THEN THE HEAD AND LAST ONE OF THE ARMS.
I CHOSE TO PRESENT THE DATA THROUGH SIGNS THAT ARE POSITIONED
IN THE CORNERS OF THE DEMONSTRATION LEVEL.
Rougher materials are easier to scan. It it possible to create scans with really fi ne detail and crisp textures.
To be able to scan really smooth material some sort of painted or projected grid will help to fi nd the forms.
Specular highlights on smooth materials can be avoided with the use of a polarized fi lter.
One-colored materials with hard tracked features can also be helped with some sort of grid.
BETTER AND WORSE MATERIALS