I wanted to enhance my skills by continuing learning new work flows.
I had previously attempted photogrammetry/photo scanning before, however, I wanted to refresh my knowledge on how the process works.
Here are some image examples from a data set of 215 total photographs.
This is the final high poly generated by substance sampler, along with its base colour data set that it automatically generated.
I didn't download the retopology tools for 3ds max on my home computer, so I was unable to access them.
So I took the mesh into Zbrush and painted in some Zremesh guides.
When I had generated a lower poly mesh without the bumpy inconsistency of the high poly, it was time to retopologise using step build.
After retopology was finished, it was now time to bake the high poly data set on to the low poly model.
I did this inside of substance designer, where I was able to 'transfer texture from mesh' - by using the substance sampler generated base colour.
And finally I finished off texturing inside Substance Painter - I believe the way substance sampler calculates roughness and metallic isn't particularly accurate, so I put the asset inside Substance Painter to texture manually.
Adding in additional AO, Height/Normal, Roughness and Metal information where I thought it would need it.
Here is a real world example of it being placed on a table with a table cloth texture I ran through substance sampler, all of the final renders were presented within Marmoset Toolbag.
Comparison of the Substance sampler default textures and the retopologised UV space from the substance designer bake.
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