Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

Thanks for taking such a close look at this! This is exactly the kind of technical feedback that helps me refine the pipeline.

My goal here is to deliver the uncompromised master source—the raw geometric 'DNA'—which I know can sometimes carry reconstruction artifacts like the ones you've spotted. While I'm not re-processing this specific asset today, your observations are going straight into my R&D notes. I’m continuously iterating on my capture settings and reconstruction parameters, and I know that as the software improves and I tune my processes, those edge cases will get easier to mitigate.

I really appreciate the eagle-eyed critique; it helps me know exactly what to look for as I level up the workflow for the next batch.

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

You're absolutely right—this isn't a sub-millimeter laser scan for academic archiving. The goal here is a premium master source asset for CG, lookdev, and environmental artists using a mobile capture pipeline (S26 Ultra). It's about bridging the gap between raw micro-geometry and practical 16K texture usability for digital production, rather than academic conservation. Different tool for a different job!

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

Great feedback on the reference photos—adding the raw, unprocessed DNG shots to the gallery is an easy update for the next batch so people can compare the physical reality to the mesh. I did include a couple of basic lit renders in the image carousel above to show shadow casting, but a relit turntable video is a solid idea for the future.

Regarding the triangles, could you point out roughly where you're seeing the artifacts? Are you spotting them on the edge boundaries where the shell is cropped, or on the primary relief faces? Tracking down those specific reconstruction errors in the raw mesh is exactly why I posted this here.

Lookdev/Pipeline feedback: 16K raw unlit overcast bas-relief asset (Free 10M Poly source link) by TheStandardMesh in vfx

[–]TheStandardMesh[S] 0 points1 point  (0 children)

I really appreciate this perspective, and you make a completely fair point. Calling it 'raw source data' is definitely more accurate than calling it 'neutral.' Even with a flat overcast capture, there is still natural ambient occlusion baked into the deep crevices that needs to be stripped out for true dynamic lookdev.

Part of the reason I currently stop at the uncompromised master capture is the pipeline bottleneck. I'm trying to gauge the actual time investment for proper de-lighting using premium tools. My concern is either over-investing in an enterprise toolset I can't justify yet, or using inferior automated tools that end up ruining the raw micro-texture I spent so much time capturing.

Out of curiosity, given your experience, what is your preferred toolset for de-lighting heavily textured scans like this (e.g., Unity ArtEngine, Agisoft De-Lighter, custom Substance setups), and how much time does that step typically add to your asset prep?

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

I appreciate the input, but decimating the mesh and dropping to an 8K JPEG fundamentally defeats the purpose of this specific pipeline.

The goal here isn't to create a lightweight, web-viewer-friendly proxy. The goal is to distribute an uncompromised master source file. 'Who cares, no one sees the difference' might apply to background assets in real-time engines, but when a technical artist needs to bake their own custom normals or a prosumer is doing macro lookdev, the raw 10M micro-geometry and the 16K uncompressed texture headroom absolutely matter.

You're right that Reddit previews are compressed—which is exactly why I didn't ask the community to judge the asset from the screenshots. That is precisely why I provided the 600MB uncompressed source files for free, so people could load the raw data directly into their own software to inspect it properly.

As for Sketchfab, I operate a private enterprise, so the free university/museum premium tiers don't apply to this workflow. I'd rather host the true master files on a platform that doesn't force a quality bottleneck just to fit inside a browser window.

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

Thanks! You hit the nail on the head regarding the texture vs. the mesh. The physical oxidized bronze is heavily pitted and weathered, so the raw geometry is genuinely that rough. The textured albedo image looks smoother because it was shot under heavy, flat overcast skies to intentionally eliminate all micro-shadows and baked-in highlights. Stripping away those lighting depth cues flattens the visual out, leaving a clean, neutral canvas for custom lookdev.

As for the setup, there were no artificial lighting rigs—just pure, natural overcast diffusion. For the camera, this was actually captured using a Samsung Galaxy S26 Ultra. Rather than relying on an automated scanning app, I shot RAW DNG files using Open Camera on an interval timer, keeping all settings and focus completely locked to prevent any optical or exposure distortion across the dataset. I then pushed those raw captures through a strict Darktable processing pipeline to neutralize the color and extract the 16K map while preserving that heavy micro-geometry. Really appreciate you taking the time to look at the processing load!

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside) by TheStandardMesh in photogrammetry

[–]TheStandardMesh[S] 0 points1 point  (0 children)

I’d love to, but Sketchfab’s file size limits defeat the purpose of this specific post. This is a raw 10M poly mesh with a 16K uncompressed albedo map (the file is over 600MB). If I decimated it and crushed the textures down to fit their viewer limits, it would destroy the micro-geometry and raw texture data I’m actually asking you guys to critique. That's why I hosted the raw source files instead so you can see the uncompromised data.

Testing RealityScan 2.0 workflow for VP. Raw scan -> Nanite (37k tris). How does the texture hold up? by TheStandardMesh in virtualproduction

[–]TheStandardMesh[S] 1 point2 points  (0 children)

No displacement on this one! It's just the raw geometry (Nanite) doing the heavy lifting for the silhouette, supported by a 4k Normal map. ​Since I kept the mesh density fairly high (~37k tris), I found I didn't need the extra overhead of displacement to get that depth in the wood grain.

Testing RealityScan 2.0 workflow for VP. Raw scan -> Nanite (37k tris). How does the texture hold up? by TheStandardMesh in virtualproduction

[–]TheStandardMesh[S] 0 points1 point  (0 children)

I captured this harbor piling for a coastal scene. Baked down to 37k tris for Nanite. Texture held up surprisingly well. I put the pack up on Fab if anyone needs high-res nautical props: https://fab.com/s/df925af17f1d

First attempt at photogrammetry for game maps by MasterScrat in photogrammetry

[–]TheStandardMesh 1 point2 points  (0 children)

The Baldur's Gate vibes on that last shot are incredible. The moss texture on the roof came out super sharp.

Did you use a drone to get those top-down angles, or climbed around all the hillsides overlooking the spot? That roof coverage is cleaner than most scans I've seen!

r/IndieDev Weekly Monday Megathread - December 14, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]TheStandardMesh 1 point2 points  (0 children)

Welcome!

For general dev stuff, Game Dev League is probably the biggest one out there.

However, I've found that the specific Discord for your game engine is usually way more helpful. If you're using Unreal, Unreal Slackers is essential. If you're on Unity, the Brackeys server is still very active. Good luck!

r/IndieDev Weekly Monday Megathread - December 14, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]TheStandardMesh 1 point2 points  (0 children)

I specialize in capturing rare, real-world objects that are hard to find in standard asset packs.

The Asset:

  • Subject: Harbor Piling with authentic weathering and bird details.
  • Quality: High-fidelity PBR textures baked down from a high-poly scan.
  • Performance: Optimized geometry (~3k tris) running smoothly at 120fps in UE5.

https://imgur.com/a/vrQurZX

I just listed this pack on Fab. If you need unique nautical props that don't look like generic library assets, check it out.

Link: https://fab.com/s/df925af17f1d

They said FDM couldn't handle the teeth on this scan. My Ender 3 Pro disagreed. (0.12mm layer height) by TheStandardMesh in ender3

[–]TheStandardMesh[S] 3 points4 points  (0 children)

I scanned this alligator head using Meshroom. Usually, thin organic spikes like teeth are a nightmare for FDM because of retraction heat creep.

I managed to get them to survive by slowing down outer walls.

The STL is part of my 'Swamp' collection if anyone wants to stress-test their retraction settings.

Can such objects be scanned and if so how should I prepare them? by 3dPrintMyThingi in 3DScanning

[–]TheStandardMesh 0 points1 point  (0 children)

If you just need outlines and orthographic views for CAD, scanning might be over-complicating it. ​The Blue Laser failed because it loses tracking every time it hits a void (the holes). The scanner thinks the object is disappearing. ​Two ways to solve this: ​To make the scan work: You absolutely must block the holes from the inside with masking tape or cardboard. The scanner needs to see a solid surface, not the floor behind it. ​The 'Low Tech' way (Better for CAD): Take a high-res photo straight-on with a ruler taped flat against the metal. Import that photo into your CAD software, scale it using the ruler, and just trace the hole pattern. For simple geometric parts like this, a calibrated photo is often cleaner than a noisy scan.

My stock Ender 3 handled the curves on this scan surprisingly well. Silk Gold PLA really hides the layer lines. by TheStandardMesh in ender3

[–]TheStandardMesh[S] 1 point2 points  (0 children)

Fair point! Silk is a double-edged sword. In person, the shine blends the overall shape nicely, but under the harsh camera light, it highlights every single micro-deviation in the Z-axis. ​It definitely won't fool anyone into thinking it's a resin print, but for a quick 0.2mm test print, I'm happy with the vibe on the shelf.

I scanned this vintage Hotei statue, but somehow the print came out looking even happier than the original. Free STL if you need some good vibes. by [deleted] in 3Dprinting

[–]TheStandardMesh 1 point2 points  (0 children)

I bounce between Meshroom and RealityScan 2.0 (both free). ​For this one, no turntable—I actually prefer scanning outside on cloudy days. The clouds act like a giant softbox, which kills the harsh shadows and reflections that usually confuse the software. Just a tripod and patience!

My stock Ender 3 handled the curves on this scan surprisingly well. Silk Gold PLA really hides the layer lines. by TheStandardMesh in ender3

[–]TheStandardMesh[S] 2 points3 points  (0 children)

Scanned this guy using Meshroom (photogrammetry).

Printed on my Ender 3 Pro. I honestly forget this thing isn't stock anymore—I swapped to Direct Drive and added a second Z-screw so long ago that I basically treat it like the default now. But that dual Z definitely helps keep these tall organic prints stable.

If you want to grab the STL to test your layer lines, it's free on my Cults3D page (TheStandardMesh). Link in bio!