One of our latest scans captures using the T170 stage and rendered in Modo 801.
100% RAW output decimated to 1 million polygons
A new technique we have been working on for scanning full colour reflective objects using photogrammetry.
This is our second test and there is still a lot of room for improvement, objects with multiple reflective layers such as headlights are a problem as you can see from the mesh but we should be able to solve this in the coming weeks.
For the purposes of this test we deliberately chose the hardest possible car to scan, reflective white paintwork, multicolored livery and lots of pure black shiny plastic, a photogrammetry nightmare to say the least!
We’re using AGI PhotoScan to process over 480 images resulting in nearly 1,000,000 Tie points and a Dense point cloud of 168,000,000 points
Once the scan is processed we end up with a fully textured 3D model consisting of about 11 million triangles, As I mentioned before there are still some issues with the lights and there is a lot of noise in and around hard to scan areas such as under the arches and along the bottom of the diffuser.
So today we had a quick play around with the PreIntergrated Skin Shader in Unity. Using one of our older head scans as a test subject.
The shader its self is very easy to setup, simply load in the demo scene replace the head with what ever model you intend to use and copy the material over, then its simply a case replacing the maps and tweaking the settings to suit your model. You can have a look at the settings we used here
You can also download a the compiled scene and have a look yourself.
And because we are feeling especially generous today you can also download the 3D scan and all the textures including the Pre-Intergrated Skin maps used here. The file includes ::
Enjoy! and if you do anything cool with it please let us know.
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.
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
We are working hard to reduce our full body scan time, initially we started with full body tests taking as long as 30 seconds using only 9 cameras, however over the last few weeks we have managed to bring that down to 5 seconds using a new 16 camera set-up with 2 more cameras for the face 18 in total.
Obviously the definitive solution is to buy 100 cameras, reducing the scan time to that of the shutter. However we are confident that a 20 – 30 camera rig is capable of capturing very high detail full body / head scans.
We are trying to keep our rig as minimal as possible at the moment we can pack it into a few cases which is great for portability.
We have just released the first of many full body 3d Scans. these are simply intended as clothing / wrinkle reference for digital sculpters, there are only 9 at the moment but over the coming weeks / months we are hoping to add a lot more including full body anatomy scans.