Hello
Photogrammetry (i use agisoft photoscan but its program agnostic). U get few milion polygon mesh, you export it, you retopologize it (max, zbrush, whatever), you create LOW poly version and then bake the original mesh to the (subdivided couple of times) low poly so you get Normal, Displacement etc. maps that you use on your low poly mesh to get the original mesh complexity when rendering. Everything is clear so far.
But my question is: What Mesh do you use to bake the Diffuse (Color) map from in your photogrammetry software (in my cvase agisoft photoscan (it has some new name now i think). I always imported the Hi poly mesh (made from the low poly mesh - low poyl was subdivided, and then detail reprojected back from the original (few milion polygon mesh). I always import the high poly mesh made from the low poly back to agisoft for texture (diffuse/color baking from the photographs). The reason is that usually when i import only the low poly mesh the final diffuse texture is "blurry", doesnt look so good. The diffuse/color texture is later on useable on both low poly mesh or hipoly mesh (created from low poly by subdividing and using displacement map).
The problem is that sometimes this color map from hipoly model is "distorted a bit" when i use it on the low poly mesh directly.
So in few times i use the low poly mesh in agisoft for texture baking. But its only in FEW cases.
My question is - what mesh do u use for color texture baking (generate texture) in agisoft - the LOW poly or the HIPOLY (created from the low poly)?
Was i doing it all WRONG all these years :-D?
Replies
My basic workflow is (excluding delighting):
[Images]>[Meshroom]>[Zbrush (Zremeshing high to low and unwrapping)]>[Marmoset(baking from high)]>[Substance Designer(generating detail/micro normal map from diffuse/albedo, roughness and adjusting maps)]
If you have more shadows from sun light, you can use delighter from Agisoft which is free.
It's not 100% precise but it's ok.