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Messages - admir

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General / Re: Recent work for games.
« on: May 06, 2014, 05:59:19 PM »
For hair, i am using it as guide to place alpha mapped planes on top,also had to thicken hair part of mesh.
As for folds, those characters will be less important but needed in large variant count so i am not worried about wrong folds on them. For "hero" characters we are using combo of scan (as reference) and zbrush sculpting.

General / Re: Recent work for games.
« on: May 06, 2014, 02:26:15 PM »

General / Re: Recent work for games.
« on: May 06, 2014, 02:25:41 PM »

General / Re: Recent work for games.
« on: May 06, 2014, 02:25:16 PM »
Some more character work.... all raw scans from Photoscan.

General / Re: Recent work for games.
« on: May 05, 2014, 01:55:49 PM »
Its for soon to be announced title and Serious Sam 4 :)
Unfotunatelly, i didnt have time to use Photoscan on Sam3, that would be great as we have millions of photos from Egypt :)


General / Re: Recent work for games.
« on: May 05, 2014, 12:07:23 PM »

General / Re: Recent work for games.
« on: May 05, 2014, 12:07:00 PM »
Statue 02:
HQ aligment.
Dense cloud 1.5mil points.
Mesh UHQ 3milions.
8192 texture.
30 photos.

General / Recent work for games.
« on: May 05, 2014, 11:37:47 AM »
Here is thread for some of Photoscan work i did for our new games in Croteam.
Statue details:
HQ aligment.
Dense cloud UHQ ~20milion points.
Mesh UHQ ~50milion tris.
8192 texture.
Created from 23 photos.


General / Re: A Walk Through the Museum
« on: May 03, 2014, 02:38:29 PM »
Looks good! Can you show solid shaded models, textures most of time hide imperfections and quality of mesh created.


General / Re: Utilization of Agisoft PhotoScan output
« on: April 29, 2014, 02:00:17 PM »
If you dont need detail mesh, you could create low triangle count model and manually select triangles in layer you are interested in and export that with color map. Or you can export model in 3d application and do separation there.


General / Re: Quick newbie question
« on: April 28, 2014, 11:48:44 PM »
Had to split to new post becouse of max attachment size :)
We are doing real time games, most of the times hair part of model is thinned down and polygons with hair are done on top.


General / Re: Quick newbie question
« on: April 28, 2014, 11:47:17 PM »
Here are some of our examples with hair scanned. High quality with masks, raw scans from Photoscan.


General / Re: Workflow - Photoscan to game asset
« on: April 24, 2014, 02:19:57 PM »
Have to agree with Andrew here, Photoscan, like Mocap/Facial rig isnt ever going to be magic bullet, solve all problems and spit out game ready assets.
However, it can produce at least in case of characters, good base with proportions, colors and fairly detail geometry (pending on your setup). If you are working on realistic (believable) game where you need real world architecture, characters, vehicles... Photoscan is the way to go and blows 123d big time.
Making game ready assets is something that needs time and work no matter are you using scans/sculpting or what ever approach.
From my experience in gamedev, finding artists to do retopo/bake/mesh lods.... is much easier than finding artists to do sculpts in quality you would get from 3d scanning and time needed for person to do sculpt/texture is much higher than to do actual scanning.


Autodesk wont be spitting out game ready assets. Yet. I believe that is their intention

Game assets are, and will always be, about efficiency as well as looks. For that reason I don't count on, I don't even want my photogrammetry software to build game ready assets for me. I will always be able to build assets that look the same but take, say, 15% less triangles and 15% better UV fill ratio and 15% crisper textures. And I'll always prefer to go the extra mile to gain few additional frames per second so the game runs smoother.

Having said that, I can certainly appreciate good tools that get me as far as possible with as little hassle as possible, but since functionality like smoothing out noisy mesh, building retopo or adaptive decimation already exists in other programs, I encourage Agisoft to keep improving speed and quality of photogrammetry-related algorithms first, and only when that is as good as it gets, to focus on further steps of asset pipeline. Actually increased precision, lower noise of reconstructions and better texture blending (that would pick sharpest photos for texture generation) would go a long way towards speeding up further steps in the pipeline.


General / Re: Scanning building interiors
« on: April 17, 2014, 02:16:58 PM »
We tried scannin part of our office, similar problems like yours: poor lighting, reflective materials, boring (lack of details and patterns for Photoscan) materials. We photographed each object as separate and global part of room. However, even if you get poorish solutions, proportions, positions etc.. are here to be used as reference.
on a side note,, I wonder if someone has tried a classic interior (with furniture etc...) all the interiors I have seen are abandoned buildings...

I did tried a long time ago, but there was soo many artifacts (due to poor textured objects, reflections, etc..)


General / Re: Single camera scanning thread?
« on: April 16, 2014, 11:38:05 AM »
Hi Jeff, webinar was very good and informative, can't imagine why would anyone had negative comments towards FREE knowledge....
Take care and hope to see you spreading more scan knowledge soon!
Hello Jeff,

Its very sad to hear that,
I appreciate enormously your will to help teaching for free what you know, even if its more or less correct, that doesnt matter.

I understand as well your decision, but as mr_curious said, i dont think (and hope) that most of us have this kind of behaviour.


Thank You for your kind words...  The internet is what it is I guess.  I have half a mind to release another free video just for spite... :)


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