Ingredients:
Autodesk photofly
http://labs.autodesk.com/utilities/photo_scene_editor/
camera
Maya
ZBrush
3dcoat
marmoset
xnormal
![prime.jpg](http://dl.dropbox.com/u/7186000/prime.jpg)
I recently experimented with photofly to see how it could fit in to a game asset pipeline. This was a quick test but I came away with quite a few possibilities in my head. Feel free to add your own experimentation to this thread, I hope to be adding to it. It sounds complicated but actually ended up being pretty quick at about 1.5-2 days.
What photofly doesn't do:
-its not a laser scanner
-it doesn't work with glossy reflections
-it doesn't like hair
-you get out what you put in. Take good photos with even lighting.
Step one
-take a bunch of photos and watch the provided tutorials
[ame]
http://www.youtube.com/watch?v=8YNrQA6eofI[/ame]![rob_head.jpg](http://dl.dropbox.com/u/7186000/rob_head.jpg)
step two
-make sure photofly data is mostly correct.
-Export .obj
-before doing anything import into your 3d package and weld all verts. Output from Photofly leaves many verts unwelded.
![PSE1.jpg](http://dl.dropbox.com/u/7186000/PSE1.jpg)
![raw_zbrush01.jpg](http://dl.dropbox.com/u/7186000/raw_zbrush01.jpg)
step three
-outputted mesh and textures are mostly unusable for our purposes. Mesh is heavily triangulated and textures are very random
![outofPSE.jpg](http://dl.dropbox.com/u/7186000/outofPSE.jpg)
![rob02_hi_tex_000.jpg](http://dl.dropbox.com/u/7186000/rob02_hi_tex_000.jpg)
-import into 3d coat and do a very rough base mesh.
-Subdivide basemesh in 3dCoat to get a nice evenly quad mesh for import into zbrush.
![retop01.jpg](http://dl.dropbox.com/u/7186000/retop01.jpg)
-give a simple unwrap to your newly retopoed base mesh
Step four
-import both meshes into zbrush and project all, textures included.
-at this point you should have a nicely quaded mesh which preserves all the detail
![zb01.jpg](http://dl.dropbox.com/u/7186000/zb01.jpg)
![robmedunwap.jpg](http://dl.dropbox.com/u/7186000/robmedunwap.jpg)
-now let the sculpting fun begin as you clean and 'gamify' the mesh, sculpting as you normally would a high res head
step five
-sculpting in zbrush for final proportions and detailing
![zbrushhero.jpg](http://dl.dropbox.com/u/7186000/zbrushhero.jpg)
-back to 3dcoat for final retopo
-final retopo in 3dcoat
![retop2.jpg](http://dl.dropbox.com/u/7186000/retop2.jpg)
-bake all in xnormal
![textures.jpg](http://dl.dropbox.com/u/7186000/textures.jpg)
-back to 3dcoat for final normal map and diffuse detailing
![3dc01.jpg](http://dl.dropbox.com/u/7186000/3dc01.jpg)
step six
put it all together in marmoset for a nice render
![screenshot0.jpg](http://dl.dropbox.com/u/7186000/screenshot0.jpg)
1500 polys
dif\norm\spec\gloss
sooo..
it works.
I think this opens up a whole avenue of exploration.
-stylized realism
-enviro pieces
-props
-heads
-gear
what do you guys think?
I think there are a lot of possibilities this opens up.
thanks to Rob @ slantsix games for being my test case.
Replies
MeshMixer might be a nice tool to speed this process up. it has some interesting tools for patching holes in 3d scans. and adaptively smoothing noisy meshes.