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What pose for realistic 3D human (cloth) scanning (for animation)?

Jonathan85
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Jonathan85 polycounter lvl 9
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.jpg
https://s31.postimg.org/wf0iw13nv/views2.jpg

What 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.jpg

Also, 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?

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  • Noors
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    Noors greentooth
    I'm pretty confident that realistic clothes in games and movies are made with marvelous designer or any cloth software with physical simulation.
    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.
  • Jonathan85
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    Jonathan85 polycounter lvl 9
    Well im not aiming for holywood style production quality, and so i believe "simple" scans of cloths on characters with A pose still have their place :-).

    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...?


  • Noors
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    Noors greentooth
    You have to make a new topology over it. Zbrush zremesher could help.
    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.

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