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Author Topic: Avoid Unsharp/Stretched Textures?  (Read 4283 times)

Gazu

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Avoid Unsharp/Stretched Textures?
« on: March 13, 2015, 07:52:06 PM »
Hi Community!

One question:
How to avoid Unsharp or Stretched Diffuse Textures?

The Rock was Photographed on a Tripod, but has still Unsharp and Stretched Spots on the Diffuse. But its only visible on a very big Zoom Level. But im perfectionist...
So, what can i do to improve the Texture Quality?

Greetings,
Gazu
« Last Edit: March 13, 2015, 07:58:00 PM by Gazu »

dtmcnamara

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Re: Avoid Unsharp/Stretched Textures?
« Reply #1 on: March 13, 2015, 08:48:35 PM »
Howm many pictures do you have?

Gazu

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Re: Avoid Unsharp/Stretched Textures?
« Reply #2 on: March 13, 2015, 08:55:41 PM »
80 Pictures, but i turned the Rock to the other Side to have it completely photographed.
So i must not close the hole in dynamesh and have diffuse informations on the "bottom" Side of the rock.

Marcel

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Re: Avoid Unsharp/Stretched Textures?
« Reply #3 on: March 13, 2015, 10:25:56 PM »
Doe the parts that are stretched have good photos, or are those parts photographed only at an angle?

Gazu

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Re: Avoid Unsharp/Stretched Textures?
« Reply #4 on: March 13, 2015, 10:43:52 PM »
Every Single Photo was taken on a Tripod and my lens is on every Picture maximum zoomed out.
I use a Canon G1X Mark 2 Camera.

What do you mean with only an angle?
As i said before i made 80 Pictures and so there are many pictures all around the rock.
I made one Round to take Photos of the Mid Section of The Rock, One Round for the Lower Section of the Rock and some Pictures from Above, but not as much as i have done for mid and low section.

Then i turned the rock and made the same for the other side.

igor73

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Re: Avoid Unsharp/Stretched Textures?
« Reply #5 on: March 15, 2015, 01:47:17 AM »
Looks like the stretching is caused by a bad UV map.  I guess you use Zbrush as you mention dynamesh?  Did you generate UV´s in Zbrush or did you use the Agisoft generated UV´s?  If using Agisoft  what UV setting did you use?

Low DOF can effect the sharpnes of your texture but i have never seen smeared results like that caused by bad DOF at least not like on the first image.  Bad DOF can be helped by masking out out of focused areas on your pictures.

Probably UV stretching. Easy to chesk this in zbrush by loading one of the UV test checkered paterns.    Best bet is to re-topo the mesh in Zbrush and use UV master.  UV matser works really great. Re-topo can be as simple as Zremeshing  down to less than 150k point.  UV master wont work with more than 150K points.  Then you have to sub divide your mesh and re project all the details.
« Last Edit: March 15, 2015, 01:52:10 AM by igor73 »

igor73

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Re: Avoid Unsharp/Stretched Textures?
« Reply #6 on: March 15, 2015, 01:58:11 AM »
Some other ideas you could try is to disable any out of focus images before projecting the texture in Agisoft.  If you find that you can get part of the texture look good by disable some images you can also do 2 textures and merge them in photoshop masking out bad areas and blending the best parts together.  This requires a consistant UV, but you have zbrush so that should be no porblem. 

amal

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Re: Avoid Unsharp/Stretched Textures?
« Reply #7 on: March 16, 2015, 01:47:51 PM »
The "Airstream" trailer is not an ideal test subject. It has lots of reflections, and hardly any usable surface detail for Photoscan to determine the surface shape. Apart from the seams and rivets, it's all flat and smooth. Try finding something that is dirty and old, like a statue or a really old and dirty car.
AMAL