Thursday, February 28, 2019

Week 5: Clean up

In the past week I have continued my work on cleaning up the model that has been created in Agisoft of the Stump-chair. In Maya I had already finished using the quad draw tool to create a new mesh around the high poly model. The next step was to UV the new model.


Once the model was UV'd I was able to drop it into Zbrush to divide and project the mesh around the high poly model. This process allows me to recreate a high poly model with better geometry and more organized UV's.


Then I throw the new high poly model from Zbrush into Agisoft. With the new UV's I re-projected the textures on the new model with the new UV's so they look a lot better than the old ones.


Now that the UV's have been cleaned up the next thing that needs to be done is bake the textures onto the low poly model from the high poly model. I use Substance Painter to do this process then the software allows me, through the use of layering, to add effects that can make the model look more realistic. For this model I added some gloss to the tiles and made sure the plaster seams didn't shine to give the seat some more realism. 



Lastly I rendered the scene in Marmoset Toolbag and edited the video so it shows both the model with textures and then the wire frame with textures.



Next Week I plan on scanning an object that I have in my house. He is a Fairy Tales Ent that I've had for a wile. I think he will be fun to try and capture.


Thursday, February 21, 2019

Week 4: Photoscanning

This week I have scanned my second object that I am going to process and clean up for a game engine. This object is the stump chair that's on E 3rd st. across the street from the woman's club.


Unfortunately I forgot to document creating the masks for each picture that I used to create the model but, basically I ran Agisoft and created a low resolution model but one good enough to create masks using the model. When the software processes each image they come out with mask data attached to it. Like this:


Once the photos have all been processed the next step is to rerun them at higher settings. Because we have masked out unwanted pixels from the picture it shouldn't take as long to process the photos at a higher quality. So the first process that has to be completed is the photo alignment.


The next thing that needs to get done is the dens cloud, thanks to the masks this can be run at a higher quality as well.


The model is then created and the textures are built. The high poly model that has been created is amazing but I wish I could say the same about the UV's.




Lastly I have exported the stump and imported it into Maya and I have started to re-top the model to re-UV and import into Zbrush.


This week I tried to scan my living room with the knowledge that I learned with scanning my kitchen. Unfortunately my walls in my living room are even bigger so there were a bunch of holes in the room. It happened again where the things hanging on the wall were parts of the wall that scanned the best while the bare areas were not scanned very well. But the floor came out pretty good and I found the clock funny how it showed the passage of time while I was scanning.







Thursday, February 14, 2019

Week #3: Clean up

This week I worked on cleaning up the model that was constructed from the data that came from Agisoft. This process takes me trough a suite of software to help fix and clean the texture and model data. So lets get started...

The first thing I did was export the model from Agisoft and imported it into Maya. I use Maya for its quad draw tool that allows me to lay faces over the high poly model, then face by face I reconstruct the model using better edge flow and clean quads.


Once I have remodeled the whole model with better geometry I can start UVing the new model, this will help in cleaning up the terrible UV's that were baked out of Agisoft.


Now that the model is constructed and it wears clean UV's it need to be exported out of Maya and put into ZBrush. In ZBrush I import the high poly model and use the Projection and Divide tools.This process allows me to increase the polygons of the low poly while maintaining the new UV's that I have created and project the shape and detail from the data to the new model.


Once I have created a high poly model in ZBrush with new UV's I can then export and import the model into Agisoft and rebake the texture onto the new model but this time I can maintain the new UV's Instead of the bad UV's I had before. Also Zbrush keeps a history of my divides so I can go back to a lower poly version with better form and export that from ZBrush as my low poly.

Before
After

Now that the color data has been baked using the new UV's its time to drop the low poly model into Substance painter. In painter I used the high poly data model to bake all of my detail maps for the model.


Here are the final renders of the statue.





Here is what I plan on scanning next:




Thursday, February 7, 2019

Week #2: Photoscanning


Photogrammetry is the art of taking multiple photos of an object and processing the data from those photos to create form and color data. That form and color data will be used to make a lower poly 3D object that still maintains the same level of detail of the object. I will be using Raw Therapee, Agisoft Photoscan, Maya, Zbrush, Photoshop, Substance Painter, and Marmoset Toolbag to process and show each completed model. This week I started out by taking all of the photos needed for the data. I use a Canon 6D to capture the photos that are then put into the software for processing. Here is a video of the scan data:

     


Once the photo data has been taken you take the photos into Agisoft and Agisoft will align the photos Using tie points and that looks like this:



Once the Photos have been aligned and the tie points have been created the next thing that needs to be done is run the dense cloud process in Agisoft. When the dense cloud has been formed you need to chip away at excess points that you don't need. But once that is done your processed dense cloud should look something like this:


Once the dense cloud has been created you can then created the model using Agisoft's model process. For this statue I set the poly count to 6.5 million faces.The form data from this scan is pretty good. 


Lastly you need to run the texture builder in Agisoft so that the model can get textured using the color data from the pictures. One big problem with using Agisoft though is the UV's that are created in the program are terrible and need heavy clean up. 



Now that the model has been processed and the textures have been built its time to clean the model up so that its not 6.5 million polys. The way that I start this process is by taking the model out of Agisoft and importing it into into Maya. In Maya I lock down the high poly object and use the quad draw tool to start creating the topology that will be used as a low poly model. 


Next week I will be finishing this model by finishing the retop job so that I can UV the new model and start creating the textures.  

As a side project I'm going to experiment with scanning different rooms in my house to see what scanning techniques work well when scanning indoors. This week I scanned my kitchen, It was quite difficult to work with all of the light that is in my kitchen. The other barrier I had to get over was the very white walls that I have in my kitchen. But overall I'm quite happy considering this is my second attempt at it.




Hopefully Ill start to toy with makers for the walls and places where I notice holes. I also have to train my self to shoot an object that is not there.