Client :: Realtime UK
Project Brief :: Full body Dynamic pose character scanning
Realtime UK came to us early last year with the expressed aim of creating some of the most visually stunning and realistic characters ever seen in a computer generated cinematic. Using our 80 x DSLR photogrammetry rig we captured over 20 different high res body and head scans with various poses and expressions.
Tank commander escaping from his exploding tank.
We also captured A Pose scans which were then rigged and animated by Realtime.
As he appeared in the cinematic
Some shots from the day
Capturing this seated pose required a quick rebuild of the scanner mid session. We wanted to make sure we could get the most out of every available camera.
We captured the pilots head with his helmet and goggles on, Obviously there was issues with the glass in the goggles. This was removed by us and Realtime later replaced it with their own glass mesh.
Here you can see how AGI photoscan uses all 80 of our cameras to create a dense mesh and high res texture map from a point cloud.
We also provided a full re topology service for close up shots of the heads, including eyes teeth and tongue.
An example of a raw high res expression scan
In order to capture truly realistic expressions we had a lot of the actors screaming and shouting in the studio capturing split second mid pose scans as quickly as we could. The German Navy commander below is a perfect example of this.
High Res head scans were used to replace the lower resolution facial scans that were captured at the same time as the body. Below you can see an example of the body scan with the above head scan used for the close up shot.
One of the Tank crew members vaulting off his exploding tank, this was a particularly hard pose to capture due to the larger scanning volume required to get all his limbs in every shot.
How he appears in the cinematic
We are proud to announce the release of our first batch of full body scans on our 3dscan store. There are 3 versions available to suit all budgets.
Click here to go to the store
Basic Version no colour £20 ::
Perfect reference for sculpting and anatomy study
- Decimated OBJ, 750k polygon 3D scan “No Colour map”
Colour Version £30 ::
Everything you need to create the perfect full colour photo realistic character
- Uv mapped Decimated OBJ, 750k polygon model with UV map
- 5,000 x 5000 colour map (jpg)
Pro Version £45 ::
For those of you who want a little bit more, this version has everything!
- Full high resolution Zbrush model with 5 subdivision levels compatible with Zbrush 4R5 and above
- Low poly quadded mesh with normal 8,000 x 8000 normal map for quick renders
- Decimated OBJ, 750k polygon model with UV map
- 10,000 x 10,000 colour map (.jpg)
This is the first test using our 80 x Canon DSLR full body scanning system. We are able to capture any pose in full colour in approximately 1/10,000th of a second. With this being our first test there is definitely room for improvement in terms of texture quality and capture volume.
Our custom built scanning rig
Using 80 cameras gives us an immense amount of texture detail.
Using one of our latest generation head scans this tutorial takes you through the process of creating and rendering realistic looking Skin using Modo 601.
Duration :: 70 minutes
Video Format :: MP4 H.264
Tutor :: James Busby
Required Software :: Modo 601 or higher, Photoshop, Zbrush 4R5*
Data Set includes:: Head Scan ZTL & OBJ, All Texture maps in PSD format, Final Modo scene file
Download size :: 1.5GB
Chapter 1 :: Introduction (Watch Sample)
We look at the ZTool using Zbrush 4R5 and export the mesh and normal map into Modo where we apply both diffuse and colour and set-up the lighting.
Chapter 2 :: Sub dermal skin textures
This chapter looks specifically at the lower dermal skin texture and SSS settings.
Chapter 3 :: Upper dermal skin textures
Upper dermal and Diffuse tint textures are all covered in this section
Chapter 4 :: Specular and reflection
Learning how to control the specular highlights using very easy to create maps in photoshop
Chapter 5 :: Bump mapping
A very quick and easy way of generating great looking bump maps from the diffuse colour map
Chapter 6 :: Rendering
Rendering the fully shaded head using Modo’s preview render as well as some great HDRI lighting set-ups using SIBL
We have upgraded our Agisoft photogrammetry rig with a further 12 cameras giving us a total of 30 x canon’s
These are our first tests capturing a full 360 degree head in 1/10,000th of a second the camera layout still needs some tweaking but these early tests are very encouraging. The new version of Agisoft has an incredible mosaic texture blending allowing for super crisp high res textures, this combined with properly unwrapped UV’s gives some amazing results.
This is a very simple environment scanning test using a single camera and Agi PhotoScan, I know its been done before 1000 times but the results are very encouraging.
Point cloud view in Agi, again this was a quick test and amounted to nothing more than a few shots with a DSLR. Next time we do this we are going to try a multi camera approach to try and capture an entire section of the environment with one shot.
We didn’t take any top down shots of the rock hence the horrible sky coloured bubble.
The texture maps are average baked at 7,000 x 7,000 for this example, they are not bad but poor lighting on the day means there is a lot of baked in shadow.
It really is a very easy thing to do, it should be interesting to see how far we can push it. Being able to capture a clean detailed textured environment has so many potential applications Imagine a photo realistic environment like this running in unity with an oculus rift, watch this space 🙂
Or resident Modo artist Ross Mansfield has been slowly converting us all to Modo. Having always used Lightwave 3D for rendering switching over wasn’t much of a problem. One thing that is immediately noticeable is the ease of which you can get incredible looking renders in little to no time. This is our first skin shader test, bearing in mind no one in the studio has ever used it for skin shading before this test took about 2 hours from start to finished. Simply incredible software!
We used one of our full body colour scans from the scan store as a test subject. with a few simple epidermal / subdermal / spec and bump maps we managed to achieve some great results