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Author Topic: Recent work for games.  (Read 3723 times)

admir

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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.

Admir

admir

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Re: Recent work for games.
« Reply #1 on: May 05, 2014, 12:07:00 PM »
Statue 02:
HQ aligment.
Dense cloud 1.5mil points.
Mesh UHQ 3milions.
8192 texture.
30 photos.

admir

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Re: Recent work for games.
« Reply #2 on: May 05, 2014, 12:07:23 PM »
Continued...

Andrew

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Re: Recent work for games.
« Reply #3 on: May 05, 2014, 01:37:12 PM »
Nicely done Admir! Kudos for nailing minimal amount of photos to get great quality, most people would shoot ~3 times as many photos and probably end up with inferior results :)


Is that for some upcoming title or from Serious Sam 3?

-Andrew

admir

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Re: Recent work for games.
« Reply #4 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 :)

Admir

admir

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Re: Recent work for games.
« Reply #5 on: May 06, 2014, 02:25:16 PM »
Some more character work.... all raw scans from Photoscan.

admir

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Re: Recent work for games.
« Reply #6 on: May 06, 2014, 02:25:41 PM »
Continued...

admir

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Re: Recent work for games.
« Reply #7 on: May 06, 2014, 02:26:15 PM »
Continued.....

Andrew

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Re: Recent work for games.
« Reply #8 on: May 06, 2014, 05:34:22 PM »
Nicely done, I have to reconsider processing at lower quality to get usable hair geometry :)

As for pant folds, these look awesome on static scan but can look weird when used on animated mesh, something to keep in mind. For our purposes, some folds worked out just fine, while others we had to get rid of.

-Andrew

admir

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Re: Recent work for games.
« Reply #9 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.
Thnx!
Admir

admir

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Recent head mesh
« Reply #10 on: May 09, 2014, 05:57:46 PM »
Recent raw scan. I like how it turned out noise-less. Still a lot of work....