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Topics - gamegoof

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General / Close holes... useless?
« on: April 06, 2015, 08:00:43 AM »
Id like to use the close holes function so that I may project the texture on that area but lets be honest here, am I missing something or is the command essentially useless? The polys is uses to fill are... gross, like a huge mess that usually requires more cleanup than should be required. Maybe the pro version at least has some kind of subdivision instead of laying down 400 foot long, micro-thin overlapping polygons all over everything?

 This and a few other lack of essential features have me at a loss, which is sad because Ive been behind this piece of software for a few years but my zero-budget doesnt allow me to plunk down thousands for the pro version, especially since its missing key features (That Autodesk will no doubt soon implement)

General / Scanning building interiors
« on: April 16, 2014, 11:17:41 PM »
I have done some limited testing with this but wanted to see how people's experiences have been this this? Post-process or HDR? Piece by piece or one giant scan? Artificial lights? Types of passes through the room vs winder-angle lens vs sharpness?


General / Ideal workflow with masks?
« on: April 11, 2014, 05:38:34 PM »
I'm doing some outdoor work and lately Ive been doing masks BEFORE camera alignment, assuming its wasting points on backgrounds objects, is this the right thinking or only when building a dense cloud?
Here is my workflow:

Shoot, mask out blurry, unusable areas THEN align photo, build dense cloud, build mesh, build textures

is this right? Or does the dense cloud build do everything over again anyways so might as well not mask things out, letting them be used for camera alignment/placement, then once they are placed, masking things becomes useful?

General / Artifacts/sparklies in mesh (3dmax)
« on: March 07, 2014, 10:28:56 PM »
Im currently trying to scan some jackets and I cant seem to get away from these bright grey/white pixels in the model when i render in 3dmax, I assume they are located along UV seams? Any idea what they are and how to get rid of them, I'm exporting to a 16000 pixel jpeg for the texture and using spec map

Any other help on how to lay out better UVs out of photoscan or general texturing advice would be appreciated! Thank you :)

General / Questions: masking,etc
« on: September 15, 2013, 03:29:37 AM »
Glad to be here, very excited to help take this new technology to the next level from the inside of
the media industry :)

I am mostly in the testing phase right now and pushing for this tech at work, but its slow going, in terms of faces we need to sink 20-30k into a rig so Ive been looking at it for objects, props and the like. Its going pretty good but I have some questions:

1. Lets say I see a cool statues and take a pile of photos, is there a way to avoid any of these steps: point cloud generation for background objects (or is that part of the process, cant be avoided).
I have such images but PS generated a point cloud for the object and massive objects in the background, trees, buildings,etc which makes the mesh generation process intense...
Im at home today so I think masking is turned off in the demo (Registered at work) but how does the masking tool work and when do you use it? Can you use the square one to general isolation the object in the images to help PS optimize the project?

Even if not, once the point cloud is generated there should be a way for me to select the area of interest and only generating the mesh in that area...

2.Shine known down.. another issue with plastic and shiny objects, what are people using to knock down the spec on these objects? Anything food based like a spray that could be washed off so you dont ruin objects with some kind of dull spray paint?

3. Turn table for props... Is this viable or a better idea than physically moving the camera(s) around the object? Does it help for each background to be different?

4. That brings me to background... lately ive been thinking the more complex it is, the better... but to what extreme and what does that do to processing times?

5. My brain is going to explode

Thank you,

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