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Messages - Ron Kapaun

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Feature Requests / Re: Ortho View?
« on: December 22, 2014, 05:46:31 PM »
Alexey,

   Thanks! I see that I have much more to learn about this handy program. I read your reply and I now understand how I can do much greater detail work. Perfect!

Ron

2
Feature Requests / Ortho View?
« on: December 21, 2014, 11:47:35 PM »
Howdy Everyone!

     I am probably missing something so please correct me if I am. I spend a HUGE amount of time adjusting my 'build mesh' stage removing the ground etc. Now, I am not a 3K$ contributor (I only own the 'standard' license but, I sincerely think this tool could be the 'next HUGE' thing in game and virtual world development so... how about some othorgraphic views? This would save me a TON of time when it comes to 'removing' those 'extra' polys and adjusting what I want as a model vs. what is scanned.

    On top of that. It would be great to be able to pick between a 'square' trim tool and a circular (aka cylindical) trim tool. I know, we have the ability to mask objects but, we could all save huge amounts of 'masking time' by just adding these few features. Well, I know cylindrical selection would probably have to do something along the lines of 'please select your number of circular subdivisions... etc.' I can live with that.

   Again, I am maybe missing something (in the forums or docs) so please let me know. This is AMAZING software and I am NOT complaining at all. Just adding my two cents to the 'wish list'.

Ron

3
Feature Requests / Re: Photoscan Professional "Artist" Edition
« on: November 27, 2014, 04:19:33 AM »
    (Nov 14) Honestly, I would just be thrilled to not have to 'flip/re-orientate'  my models every time! ( I am new here so I am sorry in advance if I have not located the solution to this problem yet.)

Ron

4
General / Re: First 'game ready' assets
« on: November 27, 2014, 04:09:20 AM »
Igor,

   I recently swapped from 3D Studio Max to Blender. Basically, I used a cage/projection mapping system in blender to generate the normals and project them onto the low poly model. Once I did that, I also figured out that I could bake the depth maps from the high poly onto the low poly and use (this is Torque 3D MIT version) parallax mapping to bring out even MORE detail. I have not shown that off yet but, it works REALLY well (in testing).

    Thanks for the positive comments on the normals! Like I said, I recently swapped 3DS Max to Blender. Normals have been working out well but, I am NOT thrilled with the 'muddy' look of the diffuse texture. To compensate, I am planning to try expanding the 'mosaic' generation from stock 4096 X 4096 to twice that. This way, I am thinking I can compensate for the 'smearing' that occurs when I use a 'projection cage' to project from the high poly to the low.

5
General / First 'game ready' assets
« on: November 26, 2014, 04:03:03 AM »
Hey all!

    New member, amazing software and a GREAT community.

     Just wanted to pass along my latest blog post. It has some images and assorted information concerning using PhotoScan Standard and converting the models to .dae format for game engines. Also, I have included some nice Blender renders of my 'high rez' source models.  BLOG link:  http://www.garagegames.com/community/blogs/view/22897

    Thanks for all the GREAT info that is in these forums. I could not have gotten as far as I have without all this amazing info.

Ron

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