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Messages - admir

Pages: [1] 2 3 ... 7
1
General / Re: Game art done using Photoscan
« on: November 08, 2014, 02:43:51 PM »
Hello admir,

Thank you for sharing the link. Have seen some interviews from Gamescom regarding the development process. But it will be also interesting, if some time you can publish some "behind the scenes" notes including scanning principles and so on. Of course, if it doesn't show up any secrets and know-how you rely on :)

I will send you behind the scenes doc with imagery once Making of is done.

A

2
General / Re: Lag in Zbrush
« on: October 31, 2014, 10:32:50 PM »
Editing 8 mil polygons in single mesh without subdivision levels is useless in Zbrush.

3
General / Re: Game art done using Photoscan
« on: October 31, 2014, 10:32:04 PM »
We have used Zremesher when mesh needs fixing in Zbrush and for converting from raw scan data to editable quads. But for final in game mesh we do retopo in Modo, 3d coat, Topogun or similar.

4
General / Game art done using Photoscan
« on: October 31, 2014, 05:06:38 PM »
http://www.rockpapershotgun.com/2014/10/30/the-talos-principle-preview/

Preview of the game we have been working for last year and half. We photographed and photo scanned 800 objects for the game ranging from Rome, Zagreb, Pompei, France..... Objects range from large rock formations, statues, columns, entrances, arches, stone blocks to photo references and textures. Most complex objects used up to 156 photos. Canon 5D Mk2 and 1100D Rebel were used with various lenses. Workflow was Photoscan for high poly mesh, then transfered to Modo for cleanup if needed and to Zbrush for detailing. Uv was done and Texture was projected in ZB for testing. Cleaned mesh was returned in Photoscan for texture reprojection. Decimated version exported to Modo for creating low poly model . Color, Normal, cavity/AO baked in Modo or Xnormal.

Admir

5
General / Re: Lag in Zbrush
« on: October 31, 2014, 05:03:13 PM »
Your mesh from PS comes with atlas UV and vertex coloring. If you plan doing any serious editing in ZB you should retopo model, apply subdivisions and project from original scan. This will minimize lag in ZB.
Admir

6
General / Re: Zbrush reset move/offset
« on: September 26, 2014, 03:14:09 PM »
I am doing similar using Modo and Zbrush. My workflow is to import obj in Modo. Aligning it in scene as item, this way vertices and polygons arent moved but handle of "item". Export in ZB for fixing, painting.... After that i reimport mesh from ZB in Modo instead of original and export in Photoscan for additional projection if needed. In Modo i have simple script that "invert" transformations when exporting in Photoscan.


7
General / Re: Mesh, point...
« on: June 16, 2014, 06:52:18 PM »
What interpolation are you using when building mesh? Its in Advanced submenu in Build Mesh. Try using disbled. Also, you are using masks ? Try masking unwanted areas. Third that might help you is to delete unwanted points from Dense point cloud.

HTH,

Admir

8
I have abou 150 pictures made in a photodome but the aligning fails. I am wondering if anybody tried aligning with other software first (like PTGui) and using the merged intermediate result for aligning in Agisoft?

Can you tell more about align process ? Did you used masks ? Post images from PS and couple photos would be easier for people to help you.

Admir

9
General / Re: Combining two meshes with textures
« on: May 15, 2014, 11:31:43 AM »
Ah, its easy then :) You need to correctly name your textures and UVs and arange UVs in tiles, check https://www.youtube.com/watch?v=kM-oWC_QObE its better explained.

Admir

10
General / Re: Combining two meshes with textures
« on: May 15, 2014, 10:16:44 AM »
Not that i know in ZB or MB (motion builder i guess).
Blender can do that (http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Management).
Meshlab have transfer attributes option, maybe it can be done there with layers and meshes ?
We use Modo/Max/Maya where you can do that easily with transfer maps.

Hope it helps,
Admir

11
General / Re: Combining two meshes with textures
« on: May 14, 2014, 11:25:15 PM »
If i understood correctly, you need to combine 2 textures from 2 UVs to 1 texture and 1 UV ? You can do that in Modo/Max/Maya easily. Load 2 objects, create new UV (lets call it UV_combined), copy UVs from both meshes to that UV, pack UV (it rearanges UV so there is no overlap and keeps size of uv islands relative to mesh size). "Bake" 2 textures to new texture with UV_bake selected as target UV.

Admir

12
General / Re: Can't Open File
« on: May 11, 2014, 10:23:10 AM »
Are you using network drives ? Another thing, do you have multiple versions installed ? Old versions cant load files saved from newer.

Admir

13
General / Recent head mesh
« on: May 09, 2014, 05:57:46 PM »
Recent raw scan. I like how it turned out noise-less. Still a lot of work....

14
We use GTX Titan and Radeon HD 5900 for PS/ZB/Maya. Both work great.

A

15
General / Re: SSD or graphic card?
« on: May 07, 2014, 11:36:34 AM »
Photoscan uses hard drive extensively when loading photos into RAM. Pending on photos amount and your experience i think RAM is culprit rather than SSD or gfx card(which is not super fast). Uping RAM to 32gb and upgrading gfx card to gtx660 would be the best solution IMHO.

Admir

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