4/21/2017 Quick Screengrab WIP: Figuring out how the GPS radio and the Binoculars will mount onto the character.
4/20/2017 Started modeling out the little GPS Radio today! I still have a good bit of detail to add on the buttons and I’m going to round out the overall shape, but it’s coming along! Threw on some rough place-holder shaders to look at in the Redshift IPR while I modeled.
4/19/2017 Modeled out some Binoculars today and threw on some rough shaders to check them out!
4/18/2017 Got a little time to jump back into this!
I set up some quick outdoor lighting and some threw together some rough stand-in materials so I can see the shaded models AS I’m working with Redshift Progressive rendering! No hit to performance at all! Just a great way to visualize as your model as you work!
Today I made a little flashlight, a metal canteen, and one of those hiking clips! Here are some WIPs:
3/28/2017 Picked this back up again! Modeled a Survival Knife based on the Ka-Bar Becker BK2 Campanion Fixed Blade Knife:
3/16/2017 – Have to temporarily put this one on the back burner while I knock out a couple other short projects over the next 2 weeks! Will pick it back up soon!
Modeled out a base mesh for the side bag! I was originally planning to make it in MD, but I started a rough blockin in maya and then I kind of got on a roll so I just modeled out the whole thing. I’ll be refining the details later on in Zbrush. It’s got a holder for a water bottle which I’ll be modeling in soon!
Used the Boot photoscan models and brought them into Marvelous Designer to get them colliding with the bottom of the cargo pants! Also, went ahead and made a baseball t-shirt and some climbing gloves in MD! Here’s some wips:
Here are some snapshots of all the parts so far assembled in Maya:
Next up, I think I’ll be building the Backpack and fany-packs. The Backpack most likely will be photoscanned and the fany-packs will be MD.
Scanned some snow hiking boots for the scout character! Will incorporate them into the model to collide with the Cargo Pants in Mavelous Designer!
Started work on a full character outfit using a combination of Photogrammetry, Marvelous Designer, hand sculpting and good old fashioned Maya modeling.
Will be recording entire process, so video coming soon!
Here are some WIPs, 6 Hours in:
Cargo Pants – Marvelous Designer – 3 Hours – WIP:Still want to get a lot more detail into these. This character will have a knife holster, some fanny packs, and a knee pad which are all going to be hand modeled, and he’ll have really big snow boots which will be photoscanned. Once I get the boot geo in there I can finish the cloth sim detail with all the bunching around the ankles.
Vest Jacket – Photoscanned/Sculpted – 3 Hours – WIPUsed the Jacket photoscan I made this weekend and reshaped it in Zbrush to fit the torso of my base-mesh. I also cleaned it up some and punched up some of the seams and larger folders. Since I dont have Arm sleeves in the actual photoscanned model, I decided to make it a vest, and he’ll be wearing a long-sleeved thermal shirt underneath, which will be made in Marvelous Designer. Both the pants and the Jacket still need a lot of work, but a good starting point! I’ll start refining everything together once all the rough pieces are in place.
Still need Boots, Knife Holster, Knee Pad, Fanny Packs, Back-Pack, Longsleeve shirt, and maybe a wrist-watch.
Will be scanning Boots tomorrow!
3/6/2017 PHOTOGRAMMETRY RESEARCH
Photoscan to Game-Res Asset – Quick Workflow Test
Prep’d this asset in about 3 working hours! About 45min Shooting/Processing Photography for Photoscan, and about 2 hours Retopo, UVing and Baking maps after Photoscan was done. Still working on refining the workflow, but here’s a quick breakdown of it so far:
Built a stage within budget with a refurbished D3300, some refurbished Softboxes, a turntable built from left over planks, and some green cardboard! Also used my old TV to check detail focus and exposure. Took about 100 photos for this asset.
Used After Effects to Key out Background from photos, then imported alpha-masked TIFFs to Agisoft Photoscan, and let it do it’s thing! Spent about 5 min cleaning up data between Sparse and Dense point cloud. Final scan model was ~14million Tris
03. Decimation + ZRemesh:
Exported Scan Model to ZBrush. Used Zremesh to bring down to about 24K Tris. Did some quick masking/polygrouping and used UV Master to quickly create some basic islands so different areas would be easy to select once I exported to Maya.
04. Quick Retopo + Quick UVs:
Used a combination of ZRemesher, Mesh > Reduce, and some brute-force retopo to quickly get the polygon count below 6k Tris, while trying to preserve as much of the overall shape as possible. Used the islands set up in ZBrush UVMaster to quickly re-UV. Edge-flow and UV Layout aren’t necessarily optimal, but they’ll work for this run!
05. Baking Maps:
Loaded the 14mil Photoscan model into Xnormal as the Hi-Res, and the 6k Retopo Model as the Low Res to bake out the Normal and Occlussion Maps. Also used a Cage File. Then, to create the Diffuse Map, I imported the texture from Photoscan into Zbrush and used it as Polypaint on the 14mil, then Projected it onto the 6K model.
06. Game Res Asset:
Applied the Normal and AO maps onto our 6K Retopo mesh!
Of course, the asset would still need a good bit of work to be considered final.
ISSUES: The Edge Flow, Polygon Count, UV Layout, and Baked-Map Quality, could all be improved/optimized. These are things that could all be addressed with a couple more hours of hands-on time. Also, it’d be good to actually have this shaded.
Still, pretty good starting point for 3 Hours of work! (Aprox 4.5 hours if you include Photoscan processing time)
-Continue refining/adding to the workflow to best address issues listed above.
-Add Arms for Mannequin!
-Add Texture to Mannequin surface to make it easier for Photoscan to read and reduce artifacts.
3/2/2017: PHOTOGRAMMETRY RESEARCH
After photographing and processing these jackets about 78-billion-jillion times, I’ve learned a ton!
I’ve been trying to hone-in my photography and processing techniques to get the scans as clean/accurate as possible, and get the workflow and quality as repeatable/efficient as possible.
Built a little table with some spare wood to get everything lifted off the ground:
Also, I found some refurbished Soft-Boxes for $65! Which means much sharper images! My old DIY light setup had to be bounced and scattered through paper and ended up losing a lot of intensity, which meant longer exposures and lower f-stops which gave me a more shallow depth of field. These soft-boxes are AMAZING for the price! Super bright, and sturdy, results in much sharper pictures.
I also grabbed my old TV and plugged the Nikkon in so that I could actually check my focus and all the details AS I photograph, instead of finding out all my pictures are blurry about 20 minutes later, after transferring them over to my machine. It has been a HUGE help and saved me a TON of time.
Models are coming out cleaner and more accurate every round!
Now combing through the Agisoft Photoscan Documentation for helpful tidbits! Should have this process down PAT soon, and hopefully I can move on to actually creating some game assets!
2/20/2017 – PHOTOGRAMMETRY RESEARCH
First attempt! Processed all the photos through After Effects to key out the background, worked really well! I think I’m going to get some green felt to cutout the turntable. Here are some of the photos along with my first scan! Got some good detail, but I think some softer light plus more processing on the photos and a little more Agis-Photoscan know-how will eventually produce even better results! Will be practicing and refining this part of the process a few more times before I move on to actually retopo and producing a finished asset.
2/19/2017 – PHOTOGRAMMETRY RESEARCH
First set-up and first set of photos!
Just wrapped this up! it was a ton of fun, I learned a lot, and I hope to do more soon!
Real-time game asset Polygon count: 6k Tris, Texture Res: 2048×2048
REAL-TIME CHARACTER: – RED BANNER PIRATE
WIP04: 1/10/2017 First pass at clothes textures in Marmoset:
WIP03: 1/9/2017 Started Textures for the Face and Body! Used sculpts from Hi-Res version to generate basic Normal/AO/Cavity etc. Retexturing the outfit in Quixel DDO2
WIP02: 1/1/2017 Got the model retopo, and UV layout and a basic rig/skin/idle pose done!
WIP01: 12/20/2017 Rebuilding this piece to hopefully put in Unreal Engine! Working on Re-topology:
Currently 28k tris