Thursday, April 18, 2019

Week 11: Scan/Clean Up The Hands On Wall

For this weeks scan I decided to scan the hands that sit on Wall street in Chico. They are quite big and a little specular so scanning from the ground was a bit of a challenge when it came to capturing to top parts of the hands. I was surprised that there was as much reflection on the hands even though the day was very cloudy. The first thing that I did was run the photos through Photoscan at medium settings.





I then exported the hands out of Photoscan at 6 million polys and imported the model into Maya. Once I had it all set up I was able to quad draw over the model so that I could retop the model. 


Once I was done using the quad draw tool I then UV'd the hand the best that I could so that I used as much of the UV space as I possibly could. This will allow me to clean up the bad textures that were baked out of Photoscan. 


Once the hands were reUV'd I was able to export the model out of Maya and Into ZBrush. This is where I will create a high poly model using the projection tool to create a new high poly model with the new UV's. 


While in ZBrush I had to clean up some parts of the data before I threw the model back into Photoscan for texturing. I achieved this by going back into the geometry history and smoothing out bad areas by tapping on them. Here is the before and the after. 



Once the new high poly model was cleaned up and created I was able to export the high poly model from Zbrush and import it into Photoscan so that I can bake the textures onto the new UV's. These are the UV's before and after clean up. 




After the textures were baked out I threw the low poly model into Substance Painter and used the high poly to bake the details onto the low poly mesh. Once this was complete I had to fix the highlights on the hands a little bit. So I threw the texture into Photoshop and darkened the photo using the curves tool.



For a little bit of fun I took the skin smart material in Substance Painter to see how it would turn out. I thought it looked pretty good. It just needed some nails. 


After everything was baked out and I leveled all of the lighting issues out the best that I could, I put everything into Marmoset Toolbag to create the beauty shots of the completed model. I wish that my textures were a little better but over all it isn't horrible. 









For one of my last scans I will try to find a way to do both the first and main concrete corner as well as the wild cat the sits in front of the school. I will also be probably creating a virtual exhibit space that showcases all of the scans that I have done in this class, and maybe even a few extra.

Thursday, April 11, 2019

Week 10: Clean Up


This week I cleaned up the data of the skate park bench that I scanned. I used the quad draw tool in Maya to clean up the geometry in the bench. The first thing that I did was create the geometry of all of the faces that are on the bench, which is 19 faces. Once I cleaned up all of the faces I started to fill in all of the in-betweens to complete the rest of the bench. While doing this things started to lag after around 3,000 faces, I found that you need to delete your history then everything gets smooth again.


When I finished creating the model I was able to reUV the model to get rid of the bad UV's. Once that was completed I threw the model into ZBrush to add polygon density to the UV's and the model so that it is prepared for Photoscan.



In Photoscan I imported the high poly model from ZBrush and re-baked the textures onto the new UV's. That way they look way better than the old ones and the textures fit my new UV's.




Once I was finished with exporting my new textures out of Photoscan I was able to drop the high and low poly models into substance painter. In painter I was able to bake all of the detail maps from the high poly model to the low poly model.


At the end I was able to bring the 6 million poly model from Photoscan down to just over 18,000 faces. Overall the model came out looking really good and the renders look great. Here is everything that I have to showcase the model.







  

I have a few scans that I need to process and see if they work. It will either be the two hands that are near Rotary Park, or it will be a micro environment of the small face pillars that sit outside the Jamba Juice. If they do then I will retop that model for next week.

Thursday, April 4, 2019

Week 9: Clean up/Photoscanning

This week I cleaned up the model and UV data that I had gotten from my scan of the rose sisters. I started out by retoping the model that I exported out of photoscan in Maya using the quad draw tool. This allowed me to create a new model around the old one.


I then was able to reUV the new model that I created in Maya, this will allow me to clean up the bad UV's that are usually created in Photoscan. 


Once that is completed I throw the low and high poly models into ZBrush and I divide and project the model around the high poly model so that I have better edge flow and UV's. I also use ZBrush to create the final version of the low poly model. This time around their were a few imperfections in the from data so I had to use ZBrush to fix some of the bad areas. 



I then take the High poly model with the new UV's and I drop it into Photoscan to reapply the textures. This way the textures look alot cleaner and more organized. The new texture maps looked like this: 




Once the textures were baked back onto the models new UVs the next thing to do was to drop the low poly model that I created in ZBrush into Substance Painter. Then I baked all of the texture maps needed to add the final detail to the textures of the low poly model. 


I think that the final product came out looking very good. I was able to bring their poly count down to just over 18,000 polygons which seems to have captured the form very well. Here are my beauty shots of the model:









Lastly I have scanned my next object that I am going to clean up. It is a concrete bench that sits at the Chico skate park. I have taken the photos and I have run the data through Photoscan already. The data looks really clean and very well constructed. I will clean up the data next week. Here is my data from alignment to built textures.