I really think you should start thinking about the "Visual Appeal". But All I really want is your Models and Source.. which link isn't working at the moment. First and Foremost: I think this tutorial is great. Like not only great but that you say we can actually 'now' made 3D models of objects in the real world with a Smartphone camera? That would be a revolutionary thing. Follow The Users Experience (important) I see this tutorial.. I like it. I want to be able to replicate it myself.. So I press "Show More" in this RUclips Video. I see "MODELS AND SOURCE:" - I click the link. Get a 404 Error page. -- So, I press the main html source. which is www.filmstorm.net/ . Now here Is where things feels abit wonky. First Experience: The site Looks Cool - Then I press "Tutorials" and is scrolled down. This means, there is a limited - amount of tutorials here. And there isn't a even _this_ one available on the page. I really would like a custom page for each
Good tutorial. I have just discovered the Instant Meshes application that can decimate your scans in almost perfect rectangle topology. It is free and having it implemented in my workflow I can easily created proper topology low-poly assets. Simple UV Unwrap once the mesh is processed in Instant Meshes and normal map built in XNormals.
Great Video! I have one thing to critisize though. You said that broad daylight were the best conditions for these scans. That's not true at all. With that method you will have heavy shadows in your texture like on your rock for example. You don't really want that normally as you want to be able to light it afterwards. So you should make those photos in the shade or at a time of the day when it's slightly cloudy so that the sky turns into a giant softbox. Just a tip ;)
Good work, i am very impressed what you can accomplish with just a mobile phone camera. I would like to try it but i only have a Laptop Asus i7-4510U 2.6 GHz 12GB RAM and a NVIDIA GeForce 820M will my machine be good for a starter? Thanks.
but the problem is the direction of lite from the sun.you know if i intend t ouse something which lies under broad day light and sun casting its shadow (not beneath it but in to its curves )sun light also saved along this model in one direction ,if as example in my game sun direction at the other side then it looks so odd ,dont you think ,or what do you think according by this sort of light direction?
+Mads Vadsholt Not really I wouldn't recommend it - this is also how the software matches points more effectively by checking the foreground to the background. It gives you better results having more detail.
There are multiple ways. One is to take the diffuse from agisoft and generating the normals from zbrush or whatever you want, along with displacement maps. Next is the harder part, which is either putting it into substance designer and getting the maps that way. Another way is to use crazybump, or others, to get the maps. The hardest way is to completely recreate the lighting conditions in UE4 or Maya, 3DS Max, or whatever then baking the maps out to the actual meshes uvs.
A few things you'd have to do: Make a low poly mesh (assuming you're intending this for realtime/games) from the high poly and create a UV map for it Bake the High Poly on to the Low Poly model - you'll need thee following maps: normal, ambient and diffuse/ambient as a minimum, would recommend cavity as well Open the diffuse in Photoshop - now here comes the hard work - removing the lighting! You'll need to start removing any shadows you can, the original Star Wars BF talk had some tips. Open up your model with the baked maps and adjusted ambient map and give it a preview Using various blending methods, create metallic & roughness maps that work. Sorry its late, good luck!
curious, from previous test i did, i always had an issue with the light changes between each shot you take, even within a minute of going around the subject. The sunlight changes ever so slightly, but seems to be enough to throw off the calculations. Did you have any issues with this?
This looks amazing, but as a techie, I feel sad at the total waste of polygons that could be saved with manual placements and texturing. A lot of the polygons on the ground below the big stone, polygons that the GPU has to move around, are pretty pointless.
Yes, I completely agree with you Pascal, it's just a matter of taking the model it generates into a program like Maya, retopologizing it and creating a nice UV structure. You can actually bring that new low poly model back into Agisoft and re-bake the texture onto the new UV's. I can create a tutorial if need be :)
Pro-optimizer is better than the original, but still gets pretty dirty results compared to doing things by hand. The freeform tools work way better well for building up a low poly mesh on top of a scan when the on-surface option is used.
Let me know how you go creating your own assets!
Models and Source: www.filmstorm.net/creating-realistic-assets-photogrammetry
(NOT FOUND)
What to do?
I really think you should start thinking about the "Visual Appeal".
But All I really want is your Models and Source.. which link isn't working at the moment.
First and Foremost: I think this tutorial is great. Like not only great but that you say we can actually 'now' made 3D models of objects in the real world with a Smartphone camera? That would be a revolutionary thing.
Follow The Users Experience (important)
I see this tutorial.. I like it. I want to be able to replicate it myself.. So I press "Show More" in this RUclips Video. I see "MODELS AND SOURCE:" - I click the link. Get a 404 Error page. --
So, I press the main html source. which is www.filmstorm.net/ . Now here Is where things feels abit wonky.
First Experience: The site Looks Cool - Then I press "Tutorials" and is scrolled down.
This means, there is a limited - amount of tutorials here. And there isn't a even _this_ one available on the page. I really would like a custom page for each
Good tutorial. I have just discovered the Instant Meshes application that can decimate your scans in almost perfect rectangle topology. It is free and having it implemented in my workflow I can easily created proper topology low-poly assets. Simple UV Unwrap once the mesh is processed in Instant Meshes and normal map built in XNormals.
i realize Im pretty off topic but do anyone know of a good place to stream new tv shows online?
Great Video! I have one thing to critisize though. You said that broad daylight were the best conditions for these scans. That's not true at all. With that method you will have heavy shadows in your texture like on your rock for example. You don't really want that normally as you want to be able to light it afterwards. So you should make those photos in the shade or at a time of the day when it's slightly cloudy so that the sky turns into a giant softbox. Just a tip ;)
This. Is. Amazing. Dude thank you...I'm so mad that I'm watching this at night time - I want to get out and start taking some pictures!
Awesome! Yes it's a pretty cool technique. Wait till you scan a building or bricks... looks unreal!
Good work, i am very impressed what you can accomplish with just a mobile phone camera. I would like to try it but i only have a Laptop Asus i7-4510U 2.6 GHz 12GB RAM and a NVIDIA GeForce 820M will my machine be good for a starter? Thanks.
but the problem is the direction of lite from the sun.you know if i intend t ouse something which lies under broad day light and sun casting its shadow (not beneath it but in to its curves )sun light also saved along this model in one direction ,if as example in my game sun direction at the other side then it looks so odd ,dont you think ,or what do you think according by this sort of light direction?
This is really cool and detailed. Thanks for a new tutorial. Also will you be doing more of the gta series ?
Great stuff. Dont you need to mask away the background in the photos or is there a trick around that?
+Mads Vadsholt Not really I wouldn't recommend it - this is also how the software matches points more effectively by checking the foreground to the background. It gives you better results having more detail.
Awesome video.... how would you make these PBR compatible?
There are multiple ways.
One is to take the diffuse from agisoft and generating the normals from zbrush or whatever you want, along with displacement maps.
Next is the harder part, which is either putting it into substance designer and getting the maps that way. Another way is to use crazybump, or others, to get the maps.
The hardest way is to completely recreate the lighting conditions in UE4 or Maya, 3DS Max, or whatever then baking the maps out to the actual meshes uvs.
A few things you'd have to do:
Make a low poly mesh (assuming you're intending this for realtime/games) from the high poly and create a UV map for it
Bake the High Poly on to the Low Poly model - you'll need thee following maps: normal, ambient and diffuse/ambient as a minimum, would recommend cavity as well
Open the diffuse in Photoshop - now here comes the hard work - removing the lighting! You'll need to start removing any shadows you can, the original Star Wars BF talk had some tips.
Open up your model with the baked maps and adjusted ambient map and give it a preview
Using various blending methods, create metallic & roughness maps that work.
Sorry its late, good luck!
curious, from previous test i did, i always had an issue with the light changes between each shot you take, even within a minute of going around the subject. The sunlight changes ever so slightly, but seems to be enough to throw off the calculations. Did you have any issues with this?
excelent ,thank you so much .
What iphone did you use to take the photos?
+bradjacobsleveldesign iPhone 7 Plus
can these assets be used in unity
+Arcade Assassin sure can! With a bit of optimisation!
cool thanks
This looks amazing, but as a techie, I feel sad at the total waste of polygons that could be saved with manual placements and texturing. A lot of the polygons on the ground below the big stone, polygons that the GPU has to move around, are pretty pointless.
Yes, I completely agree with you Pascal, it's just a matter of taking the model it generates into a program like Maya, retopologizing it and creating a nice UV structure. You can actually bring that new low poly model back into Agisoft and re-bake the texture onto the new UV's. I can create a tutorial if need be :)
Don't be naive. Those polygons can be removed and soon as you import fbx into your modeling program you can LOD the model down 3dsmax proOptimizer
Pro-optimizer is better than the original, but still gets pretty dirty results compared to doing things by hand. The freeform tools work way better well for building up a low poly mesh on top of a scan when the on-surface option is used.
The files have vanished!