**EDIT**
The point of this post, isn't so much to highlight and share workflows (although useful) the point of this post is to find a way to automate the whole process, as it shouldn't have to happen. An automated solution to cut workflow times from 12-15 hours down to a 5-10 minutes is hopeful outcome.
****
Hi, I wanted to put together a complex post explaining the issues currently related to UV mapping and texturing. Specifically Faces and Bodies. This is related to Multi Camera Arrays and Single Camera Capture, as well as capturing Objects and Artefacts.
Currently, Agisoft's best UV Mapping option is Generic (Atlast Mapping) which is OK but can produce very bad optimization of UV spaces:
To solve this you have to go through a very complex process or re-meshing (Dynamesh) and re-uvmapping a highres scan (UVMaster) the only way to do this is in ZBrush (effectively) this takes some time. Or more recently I have been using an external UV mapping application to Cylindrically map a 360 Head Scan with 200% Relax. Not ideal but faster:
Once this has been complete, you can import back to Agisoft and bake texture keeping UV's. This works great but then there is another issue present. Blurry Average Texturing (Mosaic and other methods wont solve this, as they produce other issues) Average is the best method. But the blending isn't ideal, especially on skin, as edge fresnel can cause clipping.
Custom Unwrap UV:
Average:
So to fix this, you have to bake Average, Left and Right one by one, then masking using layers in Photoshop to get a super sharp, crisp texture
Left:
Right:
PSD built by hand, blended using Masks in Layers:
Final Sharp Custom UVMapped, Custom Cleaned Texture:
Compare the 2:
So this solves the problem, but is time consuming. One FACS scan can take about 45 minutes to 1 hour to process. Multiply that by 90 FACS. Well you get the idea.
I propose two things
1) Better UVMapping tools built in for Humans. Either some kind of Un-wrapping solution or at least Cylindrical UVMapping, similar to UVMapper application. Along with Relax controls by %
2) A better Texture Solution. For Sharper Textures, maybe by allowing the user to specify priority Cameras to force their details over all Camera images, to produce sharper textures: