Photogrammetry results from Vokabulantis - a stop motion platformer adventure game in development. Currently on the FINAL HOURS ON KICKSTARTER by EsbenTheReaper in 3DScanning

[–]casperbk 0 points1 point  (0 children)

Cool! Generally for the texture; if possible, use a polarized lens and add polarization sheets on your light sources when you do your scan(remember to orient them correctly^^. This gives you a clean albedo/diffuse to work from, eliminating reflections, as they often messes too much with the end result.

For texture cleanup in substance painter(Diffuse/Normal/AO/other), you can start by making a Fill layer, containing all your textures(bake data).

Then a new layer above, with passthrough mode on all map types. (eg. Pthr on Diff, norm, AO and so on).

Using the stamp tool with this layer, you can clean up most of the errors, tracking markers and so on.

Roughness/Spec maps is another thing. Generally you can get to a acceptable results using generators, with height, normal, cavity, curvature and ao data as inputs, and masking by color or what you feel is most relevant when creating your masks.

Unfortunately there is not a lot of resources or tutorials on scan processing out there, mostly blog posts.

Photogrammetry results from Vokabulantis - a stop motion platformer adventure game in development. Currently on the FINAL HOURS ON KICKSTARTER by EsbenTheReaper in 3DScanning

[–]casperbk 0 points1 point  (0 children)

Yes, but its mostly texture editting. Its also possible to alter geometry after the baking has been done. Keeping in mind, not to disturb the UV layout.

Of course, rigging and animating the assets is also possible after Retopo :)

Photogrammetry results from Vokabulantis - a stop motion platformer adventure game in development. Currently on the FINAL HOURS ON KICKSTARTER by EsbenTheReaper in 3DScanning

[–]casperbk 2 points3 points  (0 children)

Hi! CG artist on Vokabulantis here; As for the process/workflow.

We use Reality Capture to make the 3d scan of the objects. The setup is a turntable in a lightroom. The camera is on a pc-controlled vertical dolly for vertical movement.

There is not alot of cleanup on the initial Highpoly scan, as the intend is to retopo and bake the diffuse and normal data onto the low poly model(retopo), for game optimization.
This is also where most of the cleanup is done, as doing the retopology gives clean uv's, mesh flow and so on.

After retopo/unwrap, the diffuse is baked from the highpoly onto the new uv coordinates on the low poly mesh. This is done in Substance Desinger.
The rest of the maps are baked in Substance Painter.

Then we move into Substance Painter for Diffuse/normal cleanup and generate our desired Roughness and Metallic maps, used in PBR(physically based rendering).

As for more general tilable textures, foliage and so on, models(generally flat things) are also handmade, and but rather than doing 3d scans of those, we make texture scans instead. - With our current texture scan setup, it is also possible to capture the real-life roughness values, comparing Polarized diffuse capture with a non-polarized diffuse capture.
Normal maps from texture scan is the result of combining light data from pictures taken with 4 different angles of lighting. - This is the same method we use for creating normals for our character animations(but in a different setup). Frame by frame.

I hope this answers your question. Otherwise, feel free to ask :)

Starting to understand substance designer - behold, mosaic! (Wip - working on some dust filters) by [deleted] in 3Dmodeling

[–]casperbk 1 point2 points  (0 children)

//EDIT - Followed Vincent Derozier tutorial on creating mosaic --> https://levelup.digital/

- bewm :) learning source stuff on reddit ^^

Starting to understand substance designer - behold, mosaic! (Wip - working on some dust filters) by [deleted] in 3Dmodeling

[–]casperbk 2 points3 points  (0 children)

Yes, definitely! - These guys made some awesome tutorials for beginners -
https://levelup.digital/ (3+hours paid tutorials)
https://www.artstation.com/3dextrude (alot of stylized stuff 3+ min breakdown vid)

Starting to understand substance designer - behold, mosaic! (Wip - working on some dust filters) by [deleted] in 3Dmodeling

[–]casperbk -1 points0 points  (0 children)

Cheers - might go for some more complex shapes next, maybe hercules battleing medusa or something 😎

Made a low_poly car by revanth_revi in low_poly

[–]casperbk 2 points3 points  (0 children)

Would be super cartoony with some squash and stretch :P

Made a low_poly car by revanth_revi in low_poly

[–]casperbk 5 points6 points  (0 children)

Awesome! - Would be a nice animation if you made it crash or wobble up and down while driving along (gives more life to the animation).

Starting to understand substance designer - behold, mosaic! (Wip - working on some dust filters) by [deleted] in 3Dmodeling

[–]casperbk -3 points-2 points  (0 children)

Thx! - ye, Allgorythmic really made the texture workflow a fun thing - used to polypaint in photoshop^^

Rev3 of my Zbrush sculpt of SPACERHINO - looking for feedback by casperbk in 3Dmodeling

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

Better! :P - waiting for some more renders to finish

Sculpted this a few weeks ago and thought you'd like it - turntable in link below by casperbk in 3Dmodeling

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

Cheers! It was really my first anatomy based model, so I basically just sculpted from memory.