[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 34 KB, 780x438, e8a9d9.jpg [View same] [iqdb] [saucenao] [google]
796142 No.796142 [Reply] [Original]

>> No.796149

I don't care.

>> No.796162

>>796142
3D scanning is for manufacturing and photogrammetry is for 3D printing or as reference.
If you're hoping to make proper models with either one, forget it, it takes more time to fix these scans than making them from scratch.

>> No.796180
File: 1.60 MB, 1920x1080, Lucius.png [View same] [iqdb] [saucenao] [google]
796180

>>796142
I use photogametry as reference to sculpt, pic related the last shit I did to print, it is great to make textures for low poly models too.

>> No.796198

>>796180
For the ruinous powers!

>> No.796217
File: 1.04 MB, 1920x1080, Infinity.png [View same] [iqdb] [saucenao] [google]
796217

>>796198
I have bout 2 gb of Corvus Belli shit scanned from videos too, just to practice sculpting because that shit is unprintable.

>> No.796248

>>796142
cool but useless for the reasons >>796162 this dork pointed out

>> No.796298
File: 1.75 MB, 1920x1080, Lucius-03.png [View same] [iqdb] [saucenao] [google]
796298

>>796180
Neat, I saw some of your earlier progress on tg. Good stuff.

>> No.798025

Its a fucking pain in the ass on objects with reflective surfaces so far. Tried taking photos of my terrariums but it generally gets messed up cos of the glass panels.

>> No.798029

>>798025
I found that mattifying or dulling reflective surfaces with powders works well. You have to decide if it's ultimately worth the required cleanup procedure.

>> No.798054

>>796142
Hopefully it will replace everyday prop modeling and texturing completely so I don't have to keep watching 3D artisans praising each other's "storytelling abilities" for their autistic textures with sharpie messages and smiley face stickers on rusty refrigerators and pots.

Tryharding that much while recreating something from real life, especially when it is a generic dull object like that, is cringe af. Nobody will see that detail, nobody cares. Just photoscan your fucking unfinished sushi plate in a post apocalyptic japanese apartment instead of flexing by recreating it in substance designer.

I wish people wouldn't waste their life with pointless stuff like that and focus on the bigger picture.

>> No.801017

>>796162
Couldn't agree more, and I do photogrammetry as a hobby and for work (archaeology specialist). Even at the top of the game (I get paid to do this shit and produce top stuff on Sketchfab) you are NOT creating a faithful reproduction 99% of the time, and if you are wanting to use in games/movies, print out for modelling etc, you will need to touch it up.
However, what it can do is give you a really useful reference record of an object or scene at one point in time, infinitely more useful for archaeologists than individual photographs for the most part. Also it's cool to 3d print precious objects to scale, allows people to interact with them in museums instead of breaking the real thing. Before I get piled on, yes it is possible to make some ultra-detailed topology and textures, but not practical in the field or when dealing with hundreds of objects, that's for fancy projects only.

>> No.801975

>>798054
shit would eat up so much ram if you 3d scanned everything. not to mention how annoyign as shit it would be to even slightly edit the object.

>> No.802004

>>796142
good, for scanning people and rocks/cliffs those types of things. not so much anything else

>> No.802017

>>796180
Whats your pc specs that you can open two models with insane polycounts and still work on one in blender?

>> No.802020

>>796142
I'd say you would need to feed the polygon data into some AI model that re-makes the topology based on human-modeled objects. 3D scanning on its own looks trash.
Anything that needs to animate will always be made by people. When you try to rig and animate this sort of trashy mesh that's when you see the difference.

>> No.802021

Car manufacturers provide 3D models of their vehicles to say Need for Speed, so I would imagine other guys doing the same - it's free advertising for them anyway.

>> No.802036

>>802021
What does this have to do with the thread?

>> No.802038

>>802017
I5 3570k 16GB RAM and Nvidia GTX 660, I can handle about 30M tris in object mode and I can sculpt with 12-14 on screen, you just need RAM and 16 GB should be the recomended.

>> No.802079

>>802038
hmm, I have i5-4440, so marginally worse. I think I should just get more ram then.

>> No.802101

>>802036
replaces the need for 3D scanning

>> No.802922

The whole thing with computing and point clouds just annoys me. I remember programs that would just let me point out landmarks on the photos to align them and I could just model with that.

Any suggestions for that?

>> No.802924

>>802922
meshroom creates a folder with the textured mesh as output, among other shit, it is node basede but you just have to tweak the describer preset in the feature extraction node basically.

>> No.802940

>>802924
I've tried it but it's a lot of fuss with photograph conditions so the computer can understand what it's seeing. I'd rather have a program that has me telling it where points are.

I guess I should look up tracking in blender.