Im gonna be scanning (using cameras - photogrammetry method) real people
(clothed, different cloths). These realistic clothed human scans will
be used for several purposes, mainly render videos, real time
aplications (game)etc. Thus they need to be rigging-skinning friendly.
Also the people should hold positions which will allow (in real life)
realistic cloth wrinkles and creases, that should look "realistic" and
"possible" in all possible poses the resulting 3D character could hold.
So which pose is both:
1) Friendly and easy for sub-sequent rigging and skinning for animation purposes...?
2)
"Physically" friendly (in real life) allowing to create cloth creases
and wrinkles that will look realistic and possible on later 3D mesh
regardless of the pose it will be in (running, jumping, crounching,
crawling etc...)
T-pose is not good for this. A pose is much
better. But maybe A pose with forearms bend forward a little bit like
here would be even better?:
http://www.bodyscan.human.cornell.edu/feature_bodyscanner/img/about/booth_lg.jpghttps://s31.postimg.org/wf0iw13nv/views2.jpgWhat pose is the best for scanning realistic humans (cloths)?
I
dont need palms/fingers that much because they will be added/replaced
later, i care mainly about the cloth scans, not so much about the "human
parts" (head, palms+fingers, feet...)
So far i got this result...
https://s31.postimg.org/9s8a9qlyz/views.jpgAlso,
in your experience, what other rules should i follow? For example is it
a good idea to have some clothing creases and wrinkles in elbow space
of the future mesh? Wont it do some mess when rigging? Should i try to
adjust the cloth on the human model posing for me in these places
(elbows) to avoid creases for future skinning bending in the area?
What other tips do you have?
Replies
Your photogrammetry mesh won't be directly usable. You'd have to model/sculpt over it with a clean topology. And that's a lot of work for probably not a great result. Also it will never deform realisticly.
Something i try atm, i project a basic mesh over the 3d scan, then unwrap it, cutting seams where they are irl. So the sewing pattern is pretty similar to the real one and i can make a model in marvelous designer from it. Then a bit of zbrush over it for details.
Anyway, yes tpose is bad for modeling/rigging, like all unatural or extreme poses. A-pose, with decontracted muscles, hands, fingers, arms, slightly bent elbow, etc.
So you advice to make A pose with slightly forward bend elbows, do i get it right?
So somethine like this:
http://www.3dscanstore.com/image/cache/data/Colour Male Clothing/Male 01/Pose 05/05-700x700.jpg
Also, whats your oppinion on realistic creases and wrinkles on scanned cloth? How to get it right in order to look realistic and be animation friendly?
For example here (and this page belongs to a scanning profesional):
http://www.3dscanstore.com/image/cache/data/Colour Male Clothing/Male 01/Pose 05/03-700x700.jpg
There are creases and wrinkles on both elbows and knees. Mainly on knees they are quite prevalent. Is this good? Wont it look bad when animating and the knee is bending? I would think so...?
Here for a detailed character ( i think it's for a movie shot)
More low poly model
See how topology just follows major folds.
Yeah it won't deform perfectly, but you always have to make compromises between quality/time/hardware...
Yeah ten 24 has great ressources.