One more rock…

•March 30, 2017 • Leave a Comment

In the same lo-fi scanning session as the last one (ie. a 20 minute window between heavy rain showers on the beach, no tripod, colour checker etc.) I shot this on my phone. Processed in Reality Capture, 3DSMax and Photoshop. I’m fairly pleased with how this turned out, again I was lucky with the lighting and all of the jpegs captured on my phone were aligned. There are some small areas at the base of the rock that are missing some detail due to automatic hole filling but nothing that couldn’t be cloned back in Photoshop. I baked out ambient occlusion and cavity maps to use as layer masks in de-lighting a little for PBR and then painted a roughness map based on some known values and colour selections from the albedo map. Once again, all of these shots are rendered in Toolbag 3 at 1440p and you can check out a real-time version in your browser below, be sure to go full screen and if you hold alt and drag the mouse around you can move the lights!

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Footprints…

•March 21, 2017 • 4 Comments

footprints

This year for St. Patrick’s Day I spent the weekend in Inishowen, Donegal, where the weather was unpleasant to say the least. For about 2 hours on Saturday, it was dry but seemed to always be a minute away from raining, so I headed for the beach without any of the proper equipment for outdoors photogrammetry. I did have my phone though, which can be hit and miss for 3D scanning as there are few manual controls on the Note 4, so if the sky is present in any part of a photograph, exposure goes crazy, making shots unusable. Also, it only shoots in jpeg so there is very little wiggle room on the texture side.

Three areas in particular caught my eye for some hasty shots as it began to rain- a sandy boardwalk descending from the car park to the beach, a rock about 3 feet in diameter that was exposed due to the tide, and some footprints perfectly preserved in the wet sand, which can be seen below. The beach was just damp enough to hold the shape of the impressions and the roughness of the displaced sand around each of them. All of the subjects were ground based too, which was a blessing while shooting with the phone as it kept exposure consistent between photos. I took about 45 photos in an orbit around the footprints, being careful not to compress the sand and disturb the scene. In the short space of time it took to take these shots it began to rain heavily, so I headed back to the house to process the images. I used the unprocessed jpegs straight off the camera, they seemed pretty clean and the cloudy conditions meant that there was no strong light or shadows to deal with. This time around I used Reality Capture for the photogrammetry, and it performed well, aligning every photo that I had taken which provided me with an 8 million poly high res model! Some decimation, texture cleanup and an export into Toolbag 3 yielded the results below. I picked an evening sky pano and stuck in a very low direct light to add rake shadows across the sandy surface, and a little fog. Inverting the albedo map gave just enough roughness to sell some dampness on the surface.

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Under various PBR lighting conditions

If you’d like to check it out in real-time in your browser, check out the Marmoset Viewer scene here:

https://www.artstation.com/artwork/EX0xq

 

Muck!

•March 1, 2017 • 4 Comments

I was trying out a bit of Substance Painter this week, in combination with 3DSMax and Marmoset Toolbag 3. A few months back I had shot a muddy embankment near a construction area with my phone, about 16 photos, but really didn’t think anything decent could be recovered through photogrammetry. The results show however that it’s always worth a go even if you don’t have the proper equipment with you. Some cloning work in painter and then an export into Toolbag 3 for rendering yielded a decent mud texture, next step is to make it tileable.

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petemcnally_pete_mcnally_mud_01

A Stylised Tree…

•January 18, 2017 • 1 Comment

Hello 2017! Here are some WIP renders of a little look development scene I’ve been working on, again playing with the idea of stylised photogrammetry. I wanted a general use shader that could be applied to arbitrary objects and shade nicely, with soft internal tones and hard external outlines. The tree model itself was generated from photos taken with my phone, decimated and then brought into 3DSMax. I wanted to play an effect to mimic 2D illustration, and was inspired by backgrounds from Disney’s Winnie The Pooh (2011). I’ve long been a fan of V-Ray’s SSS material system, it softens shading beautifully when used right but it can be a complex beast to tame. To mitigate this, I scaled the scene geometry to be very small, this helped with some extreme softness from the SSS shader right out of the box when lit by the VRay Sun and Sky. I used the VrayToon environment effect to create rough outlines on the geometry and a hand drawn line/crosshatch texture map which was wrapped around the tree trunk cylindrically in a new UV channel. It’s not where I want it to be yet, but I’ll keep at it, below are some work in progress images.

petemcnally_vray_stylisedtree screenshot_02 screenshot_01petemcnally_vraytree_wirepete-mc-nally-giphy

Stylised photogrammetry…

•November 5, 2016 • Leave a Comment

I recently attended a workshop where the subject of stylised photogrammetry arose, in other words, 3D scanning stuff for purposes other than photo realism. Would it even be practical to scan objects for a stylised project when realism wasn’t the end goal? I’ve done some experiments on this before (I blogged about it here). I’ve recently blogged about scanning a human head and I thought I’d try a non-photorealistic application for it, by voxelising the scan and rendering it with SSS materials in V-Ray. I then took it into Prisma on my phone and ran some filters on it, see below!

Original scan work, the head scarf was scanned and provided by 3DScanLA

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And the sylised version!

headvoxels

After Prisma:

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A header III…

•October 30, 2016 • Leave a Comment

Well here’s a frightening visage for Hallowe’en straight from the depths of the lab! Further research on my head scan below, started to patch up missing areas of the mesh and did some work on the albedo, roughness and SSS maps. It’s coming together slowly, more to do on finalising low poly topology and the other textures, cleaning up the hairlines etc. Rendered here in real-time with GI in Marmoset Toolbag 3, which is being released in November. Textures are currently at 2k and are holding up OK when close up.

Temporary low poly geometry wireframe

petemcnally_head_3dscan02_wireNormal map details

petemcnally_head_3dscan02_normals

Albedo, SSS, roughness added

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Portrait view

petemcnally_head_3dscan03 petemcnally_head_3dscan04

A header II…

•October 18, 2016 • Leave a Comment

Some additional cleanup work in Zbrush here, where I smoothed out some of noise, added some more definition to the skin creases and created a displacement map from the original scanned diffuse texture for micro detail such as pores and stubble. It’s getting closer to something usable but still more work to do on the model and on the diffuse and displacement maps.

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