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2nd thought is that it looks pretty nifty, although maybe unnecessary.
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Yeah, that's pretty much what I was thinking. This could be useful in certain instances, but the direction in which technology is currently moving (i.e. most of the detail being done in the engine through normals/parallax maps, specular maps, etc.), it seems this would be kind of obsolete. I guess it might help with an artist in making the diffuse, but then you'd have to take out most of the lighting in the wrinkles and so forth (since that would be done with normal maps), which kind of defeats the purpose of photo-sourcing.
This reminded me of the Activision tool we used to make panoramas for them for Zork Nemesis. We'd animate a camera panning 360 in 3ds DOS (yeah, old skool), render it to a sequence of thin strips, then their tool would combine those into a single image. Gave us that fisheye perspective.
I can't wait until we get affordable z-depth cameras. That could be very useful for photosourcing, I think.
Replies
2nd thought is that it looks pretty nifty, although maybe unnecessary.
Yeah, I was thinking this would have been really cool about 4 or 5 years ago.
2nd thought is that it looks pretty nifty, although maybe unnecessary.
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Yeah, that's pretty much what I was thinking. This could be useful in certain instances, but the direction in which technology is currently moving (i.e. most of the detail being done in the engine through normals/parallax maps, specular maps, etc.), it seems this would be kind of obsolete. I guess it might help with an artist in making the diffuse, but then you'd have to take out most of the lighting in the wrinkles and so forth (since that would be done with normal maps), which kind of defeats the purpose of photo-sourcing.
I can't wait until we get affordable z-depth cameras. That could be very useful for photosourcing, I think.