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Messages - EMULAT3D

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1
Such a great tool! Thanks for the gift! :)

2
Feature Requests / Re: Non rigid chunk alignment.
« on: February 19, 2015, 05:50:21 PM »
+1 for this. I know that is has been brought up a few years ago and would be an amazing addition to Photoscan.

Is there any official word on whether or not this is in development?

3
Face and Body Scanning / Re: Turntable based Full body capture rig
« on: August 26, 2014, 02:40:49 PM »
Hey Mark!
Great work from an 8 camera setup, looks very clean. I'd love to see a new post about this. :D

4
Face and Body Scanning / Re: Scanning birds or stuffed animals
« on: May 15, 2014, 09:16:44 PM »
haha. That's great! I actually have that same stuffed giraffe. :)

5
General / Re: Workflow - Photoscan to game asset
« on: April 24, 2014, 05:08:14 AM »
Quote
My old work paid to have this kind of scan done externally and weren't interested in buying 25k worth of gear to do it in-house.

Man, what I wouldn't give to have $25k for a highend rig, to be honest our little rig at my work (10 camera) cost us around $1500 to build. I think that is one of the misconceptions of photogrammetry as well, you only need the fidelity that will support your end goal. If it is film/tv/fullbody then yes, you'd want a rig like big guys on the forum, but for the quality we were aiming for our little inexpensive system worked just fine.

6
General / Re: Workflow - Photoscan to game asset
« on: April 23, 2014, 11:35:57 PM »
Quote
Good thing our actors don't read internet forums, they would hate to learn they supposedly do a really bad job of looking like proper human beings :)

LOL, this definitely made me smile. It's amazing how game artists see things wrong with reality (faces and nature itself).

Gamegoof, I really think that your old company gave up too quickly on photogrammetry. Yes, its very process heavy and requires good artists to master, but a lot of that learning curve can be greatly reduced with good workflows. I use photogrammetry at my day job in simulation, and in our last project we shipped with 35+ faces...all captured with a simple rig and cleaned up by artists...not technical artists. But this was only possible because of proper planning and pre-production. My company gave me the necessary time to create the tools, processes and templates to make the cleanup process faster and more consistent. They saw the potential early on, that intermediate artists (not traditionally character) would be able to produce end results far faster and more realistic than sculpting by hand.

Thanks!

7
Feature Requests / Re: Photoscan Professional "Artist" Edition
« on: April 17, 2014, 04:12:11 AM »
+1

I'd just be happy spending the extra dollars for the ability to orient and scale my model correctly.

8
General / Re: Single camera scanning thread?
« on: April 15, 2014, 04:01:56 PM »
Quote
I think it would make sense if there was a "Pro Artist" version that is more geared towards artists and is stripped of all the DEM stuff.  If it was priced around 750$ I would buy it in a heartbeat.

+1

+1

I have no use for DEM in my character and props workflow, I just can't justify the cost of Pro to be able to properly align my model. Yes it sucks doing workarounds this limitation, but it's doable. I'd gladly pay for a Pro Artist version of Photoscan.

While we are making suggestions to Agisoft, I'd love to see them revamp the website with user galleries and projects that have used Agisoft. You guys are #1 in the field right now, you really need to start doing some bragging. :D

9
General / Re: Single camera scanning thread?
« on: April 14, 2014, 08:33:39 PM »
+1 with Marcel.

There are so many sub-conversations and knowledge sharing that goes on in a thread that being able to delete an entire thread just because you were the original creator is something that needs to be restricted. Allow them to delete their posts, edit them, etc. But not kill off a valuable thread.

10
General / Wrap - Topology Transfer Program
« on: April 01, 2014, 04:27:14 AM »
Not sure if the community has seen this tool or not, but looking pretty promising. It's called Wrap, here's the link and write-up:

http://www.russian3dscanner.com/

Quote
What is Wrap?
Wrap is a topology transfer tool. It allows to utilize the topology you already have and transfer it onto your new 3D-scanned data. The resulting models will not only share the same topology and UV-coordinates but also will naturally become blendshapes of each other.


11
Thanks for the reply Andrew! In my original posted I asked if you guys were looking into UE4, but then saw on your site that you've been in development for several months now in UE3. I work in games for training and our current project is UE3 based, but we did pick up a few shiny new licenses of UE4 to mess with.

Once again, great job. It's exciting to see photogrammetry being used more and more in the gaming industry...and one thing is consistent...Photoscan is the tool of choice. :D
 

12
Great stuff Andrew! Really looking forward to seeing more from this project.  :D

13
Hey Sebastian,

The cameras running CHDK did a great job for their price point. We never ran into any real problems with them, they are very stable. The only slight pain with point and shoots is the lack of a program, such as Smart Shooter, to automatically change cameras settings and download pictures.

After the project we bought the cameras for ended, we decided to take some of the profits and upgrade to DSLR's for more control and higher fidelity.

Thanks,
Corey

14
Hey All,

I am looking to sell off my original rig that consists of 30 Canon A1300's with extras. Right now we are listing them on eBay as individual purchases, but if anyone is interested in the whole lot (30) plus our custom built trigger system please PM and we can discuss costs.

eBay Link: http://www.ebay.com/itm/Canon-PowerShot-A1300-16-0-MP-Digital-Camera-Power-Adapter-4GB-Card-USB-/301118866982

Also, I have attached a raw scan from the 30 A1300's rig.

Thanks for looking!

-Corey

15
Feature Requests / Re: lasso selection
« on: February 27, 2014, 07:59:03 AM »
+1

I have been doing a lot of manual clean up on the dense point cloud meshes lately and a polygonal selection tool would be a great addition. Like JMR said, sometimes you need more control and freehand just doesn't cut it.

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