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Messages - admir

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31
General / Re: Single camera scanning thread?
« on: April 15, 2014, 02:31:07 PM »
I think Agi should do what other software packages do, despite Photoscan Standard being cheap, offer free upgrades, beta program,etc... for people willing to be involved in such program. Participants get wishes heard in less noisy environment, there are discussions on features etc.. Those users should share workflows, demo and example scenes... for public in return. I am active (most of the time) part of beta programs for couple 3d apps and return you get from that is most of the time good, developers adding features that most beta participants voted, etc... From my perspective, Standard version is cheap and we have it, i would love to own Pro because of the couple features that would help me in work but the price is to high. I think there are a few users who could help with tutorials/examples and get something from Agi in return for time and knowledge invested. Its NOT dig at Agi its just suggestion, as community will rise and more and more people will use Photoscan it needs great base of knowledge.

M2c,

Admir

32
Face and Body Scanning / Re: Floor for body scanning area...
« on: April 05, 2014, 11:03:08 AM »
Its not reflective at all. When scanning head we cover chair with white sheet as well for easier masking out.
For the floor sheet, if you dont pin it, you need to straighten it before scanning or it will get small folds which can create some problems when masking out. Other than that it works well and its cheap.

Admir

33
Face and Body Scanning / Re: Floor for body scanning area...
« on: April 04, 2014, 09:35:20 PM »
We are using white sheet (curtains like). It can be washed, easily folded, works well.

Admir

34
Hi,
we are using our own tool for creating masks. It have two ways of extracting subject from background, from the inside of subject and from the outside. You can also specify treshold and luminosity factor. You setup all on 1st photo and background image and tool automatically apply masking/extraction for rest of images and creates .png masks. Ill post couple images tomorrow, its not the fastest but works well.

Admir

35
General / Re: Wrap - Topology Transfer Program
« on: April 01, 2014, 12:03:22 PM »
Playing with it at the moment, looks promising. Crashes on large meshes. Very very slow :)

Admir

36
General / Re: Accuracy of masking from low/med quality model
« on: March 31, 2014, 02:07:53 PM »
Hi Andrew, can you detail what are your subject and how are you shooting (single camera, or multicam setup) ? When shooting environment, i only mask out sky if visible, build dense point cloud and delete unwanted geometry before building mesh.
When shooting characters, using empty background to mask out character works very well. I have noticed that you dont have to worry if in some photos you clipped parts of subject if its properly masked in other photos, i.e. if there is enough overlapping. Also, you can fix masks after you aligned cameras anyway and recalc if you are missing some parts you masked by mistake.

Admir

37
Face and Body Scanning / Re: Masking Hair
« on: March 28, 2014, 03:31:39 PM »
Like i said it depends on your needs, i would contrast it to become black/white-ish .

Admir

38
Face and Body Scanning / Re: Masking Hair
« on: March 28, 2014, 03:06:15 PM »
Here is example from one of my sessions....

01 is background taken from same position as head photo
02 is photo from series of photos
03 is background on top of head photo set to diff, desaturated.

Like i said, you can adjust mask further more (levels, brightness/contrast...).

Admir

39
Face and Body Scanning / Re: Masking Hair
« on: March 28, 2014, 12:49:56 PM »
Place one photo above the other. Set top layer to Difference, flaten image, desaturate and if needed using brightness/contrast create mask. You will end with back/white-ish mask.

Admir

40
Face and Body Scanning / Re: Masking Hair
« on: March 28, 2014, 12:24:57 PM »
With 150+ photos of head, yes! However if you have empty background photo, you can place it on top of photo with head in photoshop using Difference blending and start from there (making action to automatize).

Admir

41
Face and Body Scanning / Re: Masking Hair
« on: March 28, 2014, 11:39:45 AM »
You coud try building dense cloud, removing thos parts, build mesh without those white areas and use as mask ? Otherwise, manual masking in Photoshop. I usually remove those small patches of hair anyway.

Admir

42
Great stuff guys. Glad to see more gamedevs using amazing Photoscan for their games. Makes sharing tips and approaches easier.

Admir

43
General / Re: Interior scan
« on: March 22, 2014, 09:23:46 PM »
http://goote.ch/3a039651d2ea4e309bb32dc0578c12aa.project/ You can see that mesh inside amazing Goo Engine (open beta stage). I`ve made retopology of that mesh and put it inside that Game Engine.
You can walk through the scene WASD keys and RMB+drag to pan view. I`ve mirrored that mesh to allow walk around. I`ve not done collisions with walls yet but it`s possible. That engine may not work well inside safari webbrowser. What do you think about it?

This is ruined room inside URSUS factory in Lublin. Very nice place for paintball. I`ve almost got hit when I did this scan.

Please feel free to comment it becouse lately I`ve strange feeling that all my post are ignored and I really can`t find any reason why. Please left here any critique also. It`s first test with that technology for me and any comments are really important to me from your community.  I`ve bought this amazing soft not only for best scanning engine but also for community support and opinions.

If your reaction has something common with company which rented from me my mesh please do not blame freelancer for their clients fault becouse its unfair.

It looks nice (on you tube). Depending on your needs and goals (for game engine/project) i think you are getting very good results. If you plan on baking Normal/Displacement maps you need noise-less solution otherwise there will be alot of clean up.
If you can show Sold view and cameras positions in Photoscan people here might give you more tips.

Admir

44
General / Re: Generating specular maps
« on: March 13, 2014, 03:31:06 PM »
Crazybump uses Normal map to generate spec map so its alot guessing in their part. However its not bad start at all, playing with params you can get various types of spec/gloss maps (i am talking from realtime graphics perspective).

Admir

45
General / Re: Generating specular maps
« on: March 12, 2014, 04:41:41 PM »
Yes, in Build texture you need to select Keep UV option to use imported UV map. Be carefull not to move/rotate/scale mesh in Blender otherwise it wont import in same location in space in PS.

Admir

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