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Feature Requests / Re: texture info in workspace chunk view
« on: January 25, 2014, 01:13:13 PM »

General / Re: Zbrush - Workflow
« on: January 13, 2014, 02:06:12 PM »
Hello Lecaramel!
Yes - you don?t need a ZSphere but you have full control about the topology within a ZSphere.
One wish: A GoZ-Plugin for PhotoScan would be very VERY nice and a good improvement to the workflow!
...and one question: Is Pixologic working on a -much faster- 64bit-Version of ZBrush???
Greetz tezen

General / Re: Softwear Verkauf und Schulung in der Schweiz?
« on: January 06, 2014, 06:44:06 PM »
Hallo MVP!
Dies ist ein englisches Forum und ich wei? nicht, wer Deutsch sprechen kann...
Kaufen kann man PhotoScan meines Wissens nur Online/Digital - ich w?rde direkt bei AgiSoft kaufen. Es gibt noch keinen Reseller in der Schweiz (siehe ).  Eine Schulung daf?r in der Schweiz nicht geben, da zu "speziell" - nach kurzer Einarbeitung bekommt man gute Ergebnisse und bei Fragen/Problemen wird einem in diesem Forum von Nutzern oder den Herstellern geholfen, wenn nicht hilft.

Hello MVP!
This is an english forum and  I dont know who is able to speak german language...
I think its only possible to buy PhotoScan Online/Digital - I would buy it directly from AgiSoft. There is no reseller in Switzerland right now (take a look at ) and there will be no education at Switzerland, because it is "special" - after short time of using you will get good results and at questions/problems the users or the producers will help if wont help.

Einen sch?nen Tag
Have a nice day

General / Re: Zbrush - Workflow
« on: December 20, 2013, 08:04:03 PM »
Weird - never saw something like this while using "Decimation Master". A few days ago I used "Decimation Master" and decimated the model down to 1%,10% and 20% - no fails. Did you turn on "Double"(sided)? Maybe its a problem within the normals?

Yeah - not the fastest way but one of the cleaniest.

General / Re: Zbrush - Workflow
« on: December 20, 2013, 03:51:16 PM »
Hello Mfranquelo!

Try this:
1. Load the PS-mesh into ZBrush
2. Clone it (and decimate the clone down to ~100000 polys for much faster ZRemeshing!)
3. ZRemesh that clone with a maximum of 15000 polys (because of the next step:)
4. Click on a ZSphere
5. Choose the uncloned high-detailed PS-mesh for "Rigging"
6. Choose the ZRemeshed low-poly mesh as a topology (and you have to move one vertex in order that ZBrush will work correctly - sometimes you have to tweak it imho)
7. Turn on "Projection" (and sometimes you have to tweak the default settings)
8. Preview an "Adaptive Skin" by choosing the desired density for the object (mostly 3-6)
9. "Make Adaptive Skin"
10. Use "UV Master" to create a perfect UV (on the lowest SDiv-level)
11. "Copy" that UV and "Paste" it to the highly-detailed adaptive skin
12. Export this UV-mapped 3D-object as .obj in the highest settings SDiv-level (On objects with more multi-million polys it is good to decimate that before; dont forget to turn on "Keep UVs" in "Decimation Master")
13. Load the exported 3D-object into the original PS-chunk
14. "Build Texture"
15. Ready!

There are still some other ways to do the same thing...


Feature Requests / Re: Lo Minimization Normal Bilateral filtering
« on: December 20, 2013, 01:18:30 PM »
...even if this minimization was mentioned before this thread.

An implementation of some other minimization-methods besides the fast&good inbuilt "decimation"-method would improve PS a lot. Right now you have to export the mesh and do something like this in another software. It would be nice too that you could mask out polygons (like in ZBrush) which will not be affected by a decimation/minimization-method.

Feature Requests / Re: Grid
« on: October 10, 2013, 09:43:33 PM »
Hi AGI/Alexey!
I think that Grid-Feature could be implented easily:
One routine which will create an empty chunk at first. Then it should load a grid-object into it (similar to load mesh) and turn on the visibility for all chunks. This useful grid could be done by hand in short time but it would be nice just to push a button.
It could be also done via a Python-Script in PSpro (but I am a standard-version-owner :( ).

General / Re: Computer/Laptop suggestions
« on: October 02, 2013, 12:56:55 PM »
Test for yourself - no Internet, FW&AV. I tested it ~2 years before on win7-systems with NortonInternetSecurity. Instead of more than 60 minutes it needed ~55 minutes to render 3D-scenes.
You can get a smaller speedboost by setting the priority higher (Taskmanager>processes>Rightclick on the software-process>priority normal to high - never set it to "realtime").
Btw: Read why AV-Software is snakeoil

General / Re: Computer/Laptop suggestions
« on: October 01, 2013, 10:23:17 AM »
It depends on your AV/Firewall-Software which will slow down your system differently. Also you can change the security-settings inside windows to a low level and turn off unused processes. All in all you can increase the speed 10% (and more) I figured out with other 3D-Software.
Just try it for your own system!

General / Re: Computer/Laptop suggestions
« on: September 29, 2013, 12:57:20 PM »
You will not get a big workstation with 64GB or more RAM for that price. Notebooks are much more expensive to upgrade. Maybe an I5 or I7-CPU with 16GB RAM and a good graphic-card (all in all ~1000$) will work for you and you have enough money left buying a small Notebook. So you can work on your projects on the Notebook while the big PC is calculating. If the PC has no connection to the internet (=no firewall&antivirus) it will calculate 3D-models a way faster.

Hello Gawin!

1: You?ve to flip the texture vertically inside zBrush. But for a fast and good workflow of 200 (!) bodyscans you don?t need to this all the time.

2: I prefer another method...
Capture Photos -> drag them into PhotoScan -> align&build geometry (10 or more chunks per file)-> export obj -> import obj into zBrush -> cleanup mesh & zRemesh (+ reproject details) & uvMaster (for a better UV) -> export obj (and as a zTool of course) -> import obj into PhotoScan into the right chunk -> generate texture (with "keep UV" on) -> export texture


Feature Requests / Scale object
« on: September 22, 2013, 11:40:55 AM »

Right now it?s possible to rotate an object. Another feature-request (and logical thing!) is to move an object (

What about to scale an object?

I know that youre able to scale an object via markers to the correct size in the Pro-version. At least Standard-users should have the possibility to scale an object by eye. Right now you?ve to do it afterwards inside other software.


Feature Requests / Re: Viewing multiple chunks at the same time
« on: September 22, 2013, 11:28:46 AM »
Hello Alexey!
Thx - didn?t figured out that newer function yet.
If would be nice to view unaligned (because of no matching cameras/points) multiple chunks at once. Its technically possible, or?
BTW: With this feature the "grid"-request ( ) would be allmost there - just load a plane-object into one chunk. So it?s easy to rotate the object into the right position.

Feature Requests / Viewing multiple chunks at the same time
« on: September 21, 2013, 03:59:31 PM »

Viewing multiple chunks at the same time would improve PS in a big way:
Imagine having a big object and hundreds of photos. After aligning you could split them into several parts/chunks (and calculate the mesh in much shorter time or/and much higher quality). I would like to those parts/chunks at once.
Someone of the AGI-team wrote that in the near future PS could handle multiple texture-maps on one object at once . When this function is inbuild it could be used to save several chunks (with several texturemaps) into one obj.


Feature Requests / LowPoly-Proxy-Objects
« on: September 21, 2013, 03:48:52 PM »

It would be nice to have LowPoly-Proxy-Objects like in other 3D-software. Even the fastest graphics-card will slow down the view when showing very HiPoly-Objects or multiple chunks at the same time.


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