Photogrammetry: The next steps after scanning (retopology and texture maps)

Sdílet
Vložit
  • čas přidán 4. 07. 2024
  • The steps after scanning are not covered as much, so with this video I wanted to demystify the whole workflow: Retopologising the mesh, creating the UVs and the final texture maps. There's many different ways to approach this, but after many tests I've settled on this workflow that fits my needs and delivers good results. If you don't own all of the programs I'm using, you can use the video as a rough guide of what each step in the workflow looks like. Enjoy!
    Some other videos about photogrammetry you might find useful
    If you're not familiar with Photogrammetry start here:
    • Apple's impressive ent...
    How to cleanup your 3D scan with Zbrush:
    • How to cleanup your 3D...
    Don't have a camera and you want to use a phone? Here's a comparison video:
    • Is a phone good enough...
    Using video instead of photographs to capture objects:
    • How effective is video...
    MY TUTORIALS & 3D ASSETS
    🧱 3D scanned debris: www.marvelousdecay.com/gumroa...
    🥐 3D scanned food assets: www.marvelousdecay.com/gumroa...
    📼 Adobe Illustrator tutorial: www.marvelousdecay.com/gumroa...
    MY PHOTOGRAMMETRY GEAR:
    Genie Mini II:
    amzn.to/3j433WE
    FalconEyes RX-18T
    amzn.to/35yviJT
    Linear Polarised film for the light:
    amzn.to/3x9EfkY
    This very much depends on the size of your light. If you have a smaller light you can get something smaller than A2. And of course the other way around.
    Gobe lens polarise filter:
    amzn.to/3BWUQMq
    Make sure you buy the right size for your lens. Or you can get a bigger filter and use step down rings for all your lenses
    Note:
    When you buy something using the affiliate links in this video or any of my other videos, I earn a small affiliate commission at no additional cost to you. Your support is appreciated!
    ---------
    Host & Creator: Dimitris Katsafouros
    Website: www.marvelousdecay.com
    Twitter: / marvelousdecay
  • Věda a technologie

Komentáře • 76

  • @jasonyu3d
    @jasonyu3d Před rokem

    Thank you for sharing this wonderful workflow.

  • @littleweirddude2781
    @littleweirddude2781 Před 2 lety +6

    Probably the most straightforward tutorial for this workflow out there. I run a studio and don't really need new staff getting into the nitty-gritty of ZBrush, as this is literally all it is used for in-house. Thank you very much, this video is a great resource and a lot of companies still fumble when it comes to photogrammetry optimization.

    • @Nitram-xw9ei
      @Nitram-xw9ei Před rokem

      Like you, most of what I scan is used for inhouse, so the only reason I learnt ZBrush was to clean up a few bits, use the ZRemesher, and project details back. I never dove into the know how of texture and normal projection as I use either Blender or Reality Capture for that, but this tutorial may just have saved me a few extra steps for the diffuse projection.
      Thanks for the info.

    • @Glitch-Gremlin
      @Glitch-Gremlin Před rokem

      Im not 100% sure. But if all you use Zbrush for is the Zremesher, Blender has Quad Remesher, which is made by the same persoon who made Zremesher. Idk if it has the guideline feature or not though, but its worthl looking into id you wanna pay like, nothing for it.

  • @loubakalouba
    @loubakalouba Před 2 lety

    Thank you again for a great tutorial!

  • @State-Of-Mind
    @State-Of-Mind Před 2 lety +4

    if this was all in Blender this would have half a million views

  • @user-bb1sz5qo6o
    @user-bb1sz5qo6o Před rokem +3

    A tutorial can’t be more perfect than this!

  • @undiescoverd
    @undiescoverd Před 2 lety

    This was really handy thank you!! New sub!

  • @TheSatzy6699
    @TheSatzy6699 Před rokem

    Great content and explanation

  • @soniverma9839
    @soniverma9839 Před rokem

    It's really helpful . Thanks for sharing

  • @mnshkv
    @mnshkv Před rokem +1

    Great tutorial! Thank you)

  • @P3eeez
    @P3eeez Před rokem +1

    thank you so much for your videos, high quality content

  • @damlaayyldz2551
    @damlaayyldz2551 Před rokem +1

    Thanks a lot!

  • @JoshuaAucker
    @JoshuaAucker Před rokem

    Hello! Thank you for this amazing walk through. I was hoping to get some help. When I export the displacement map from Zbrush, it is just grey, there doesnt seem to be any detail. Is there something I should be doing differently if that happens compared to this tut? Thank you!

  • @sash2763
    @sash2763 Před rokem +1

    Very helpful tutorial and I got great results following this.Any ideas how I could generate good roughness maps without cross polarization techniques?

    • @marvelousdecay
      @marvelousdecay  Před rokem +1

      the only fast way is to produce them in substance by using the other maps. It might not be accurate but it definitely beats shooting with and without cross polarization!

  • @alinarangi7826
    @alinarangi7826 Před rokem +1

    Ho, thanks for your awesome tutorial, I have a question, why did not you project the details from photogrametry model directly on to the final unwraped low poly model? Thanks in advance

  • @sgreener
    @sgreener Před měsícem +1

    How about roughness/glossy map for photogrammetry assets?

  • @PatGirvin
    @PatGirvin Před 2 lety +3

    Great work, and clear presentation, thank you! Curious if you just dumped the unoptimized high res scan into UE5 if it’s Nanite technology would take care of all of this manual optimization.

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +1

      Unreal is a beast I haven't tried out yet but I'm sure it would be able to chew through it!

    • @aizen_3d
      @aizen_3d Před 2 lety +1

      Yes for opaque objects like a tree log you don't need to optimize the scan, you simply import the high res mesh's (less than 10mio polys is better for the import not to crash) and it works directly! You just need to create roughness map. You can see examples of wood debris and gravel scans on my latest video test using UE5

    • @singularityscan
      @singularityscan Před rokem

      @@aizen_3d Where are your videos? Your page is empty (8 month's later).

    • @aizen_3d
      @aizen_3d Před rokem +1

      @@singularityscan They are all unlisted.

  • @thomaskumlehn5107
    @thomaskumlehn5107 Před 2 lety +1

    Genius

  • @Lukey_3D
    @Lukey_3D Před 2 lety

    Great video! Question. Is there a way to create a single texture maps from multiple seperate scans? Say you scan and process two objects separately but want them on the same texture maps. Is this possible?

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +1

      In theory yeah you could do that. Each part of the object could take a small section of the map. But it would have a significant impact on the texture quality since the 4k or 8k texture would be split into two or more objects.

  • @nazlidisalex
    @nazlidisalex Před 2 lety +1

    Hi Dimitri! Great and thorough tutorial but I had a question for you. What's the reason behind going to C4D to generate the UVs instead of staying in ZBrush and using the UV Master to generate them?
    Thanks again!

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +2

      You could definitely do it all in ZBrush. But I got some really weird results when I tried. I don't have as much control of the result even when I draw the UV guides. It might just be a matter of experimenting more with Zbrush. So if you feel more comfortable doing the UVs in Zbrush definitely do that! No need to get another program for it!

    • @nazlidisalex
      @nazlidisalex Před 2 lety

      @@marvelousdecay I see. Yeah, I was just wondering if you have experimented with the attract UV brushes Zbrush offers. But yeah, sometimes it just won't give you the result you're going for.
      Thanks for clarifying that!

  • @cdanserv
    @cdanserv Před 2 lety +1

    Hi Dimitris, A very informative video and essential to my position on understanding the photogrammetry process. I’ve enjoyed your presentation and performance style in all of the videos I’ve watched. I saw a video the other day where the presenter utilized Adobe Lightroom and PS for post processing the image files before sending them into Metashape. I checked your channel today and boom step two in the post process workflow appeared.
    I do have a question thats been driving me crazy regarding the photogrammetry process for a while now. I’m able to create decent models with my very basic equipment (iPhone SE, LED desk lamps, a backdrop and my repurposed 45 year old Dual 701 turntable @ 10 degree increments) provided that I can fill the frame with the object, the object does have some reflectivity and no post processing applied. Your step two video today may serve to make the models perform all the better by reducing the mesh size that the photogrammetry process creates as well at texture maps.
    So here’s the question. Is it possible for the photogrammetry process to capture highly reflective and odd shaped objects? Some people say that there are some objects where photogrammetry will not work. In my case it’s musical instrument. A Telecaster body style with a maple neck and a mirror finish. I need to go back and review your video that covers this topic. I know that you polarize both the camera and the light source in the video as well as an example of a plastic doll body with and without polarization.
    If the elusive high quality model that I crave can be created I would certainly purchase the equipment to achieve the result. As per your request I would certainly use the associate links you list for the information you provide. Thanks
    One of many attempts to scan the guitar. This one actually did output a somewhat identifiable model. The images have been scaled down for this example only.
    storage.googleapis.com/photogtree/imgAck01.mp4
    Here’s a few examples of models I’ve created none of which are 100% but that will be addressed….
    sketchfab.com/3d-models/haldex-90054007-neway-900-54-007-medium-res-fbf3f5ca40c44efdbe993efb64a3d651
    sketchfab.com/3d-models/haldex-90054007-neway-900-54-007-5f4461ea904c473ebf0928fa2a14c44c
    sketchfab.com/3d-models/sealco-110380-relay-valve-7d7778c235f948d6b7490a5d5429a09f
    sketchfab.com/3d-models/worn-running-shoe-6a5536cc8edc49b7a48a1a713ef44706
    sketchfab.com/3d-models/big-kitty-a92ab878242945aaa9231a6ddd0da88d
    sketchfab.com/3d-models/stone-face-09b9978b4c5b48ebbfa3702069be9dd6
    sketchfab.com/3d-models/birminghams-bull-ring-a740e7193e524926be432928f8171f01
    sketchfab.com/3d-models/kwakiutl-band-totem-test-03-72e3900fce844e50b681a08e17244681

    • @temporallabsol9531
      @temporallabsol9531 Před 2 lety

      Nice man. There's some floaters on some models and I'd suggest you invest a few hours into sculpting and modeling.
      Good job!

  • @marcindobuch3069
    @marcindobuch3069 Před 2 lety

    Hi. impressive work, all shown simply and clearly. I'm just wondering how do you bake your diffuse color map with brown background? Mine is all black. I will be grateful for your response.
    Once again great work!

  • @therealkevinleee
    @therealkevinleee Před 3 měsíci +1

    not sure why my material is much lower res, ive tried subdividing both low and high res obj and the way you showed it as well

    • @marvelousdecay
      @marvelousdecay  Před 3 měsíci

      The model that you apply the texture to (source object) and the object you're going to project the texture to (target object), have to have a dense mesh in order for the polypaint texture to be high res.
      If your source object has a low res mesh the texture applied to it will be low res too. As a result even if your target object is high res it will still have a low res texture.

  • @Hestia3332
    @Hestia3332 Před 2 lety +1

    Hi there, I love your tutorial, very clear and concise. I'm just a bit unclear on the elements between the jumps between Zbrush, and Cinema 4D. For example the filing system and what we're exporting/importing, when and how? For example when you say we take it into Cinema 4D, how do we do that? And what file type did we bring into Zbrush originally? What's the export process from Zbrush, and the import process into Cinema 4D? Also, I'm not very experienced in Zbrush but I'm a bit mistified regarding how we're making subtools, and how we're getting the high res subtools and overlaying it perfectly over something we drew in (the original mesh we drew into the viewport) my apologies if this is confusing!

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +3

      Hi there. Glad you enjoyed the tutorial. Here's how the process goes. Keep in mind that the first step for you is not necessary since most software doesn't export in USDZ
      1) import the USDZ scan in to Cinema
      2) strip it out of any textures and export as obj
      3) import the obj in to ZBrush
      4) Retopologize and export as OBJ
      5) import that obj in to Cinema and create UV. Export again as obj
      6) import obj in to ZBrush and import the high res mesh for the projection to happen
      Since everything is the same size (low res mesh and high res mesh) there's nothing you need to do when adding them as sub-tools. The size of the object in the viewport doesn't impact the size of the sub-tools.
      Hope that clears things up!

    • @Hestia3332
      @Hestia3332 Před 2 lety

      @@marvelousdecay that really really does help! Thank you so much, and thank you again for just how quickly you replied xxx

    • @Hestia3332
      @Hestia3332 Před 2 lety

      @@marvelousdecay hi there, another question I'm afraid! Is there an automatic way to place the high res mesh subtool atop the low res subdivided tool? I find myself having to try to carefully place them on each other myself which ofcourse can lead to human error, is there an automatic placement method you use? many thanks xx

  • @OgglemcSly
    @OgglemcSly Před 2 lety

    Wondering if you could try blender for the diffuse baking - it seems very easy the few times I’ve tried it.

    • @marvelousdecay
      @marvelousdecay  Před 2 lety

      I have to give it a try for sure! Not to mention learning more of blender. But yeah for things like that I'm major procrastinator!

    • @temporallabsol9531
      @temporallabsol9531 Před 2 lety

      Blender works for it all. I've used blender since owning a 3d Portrait studio 5 years ago. Between the infrastructure expansion and blender updates it's a great time to start.
      You've got this!

    • @aizen_3d
      @aizen_3d Před 2 lety

      You can also use Marmoset or Designer to bake Albedo

    • @OgglemcSly
      @OgglemcSly Před 2 lety

      Blender is open source and extremely capable - substance is extortionately priced when there are alternatives like quixel mixer which is flat free. I wish the industry would move away from these overpriced 3D packages that are exclusive, sluggish, and slow to adapt.

  • @peadly4328
    @peadly4328 Před rokem

    Hi thanks a lot for the tutorial. For scanning small object I use a rod to put the model on, but how to remove the rod on the final scan with proper texture with any hole? thannks again

    • @marvelousdecay
      @marvelousdecay  Před rokem +1

      Zbrush can help a lot there! I go over mesh cleanup in this video here: czcams.com/video/mFIREFvtO2c/video.html

    • @peadly4328
      @peadly4328 Před rokem

      @@marvelousdecay thanks so I as used Metashape, you recommand to export the mesh with the rod into Zbrush ? Not removed the rod directly into metashape

    • @marvelousdecay
      @marvelousdecay  Před rokem +1

      @@peadly4328 You could remove the bulk of the rod in Metashape and then do some minor cleanup in Zbrush. Just pick the method that feels more comfortable to you.

    • @peadly4328
      @peadly4328 Před rokem

      @@marvelousdecay thanks for help! Keep up the good work

  • @Glitch-Gremlin
    @Glitch-Gremlin Před rokem +1

    What file type do i export it back and forth as?

  • @manolisponiris7045
    @manolisponiris7045 Před 2 lety

    Hi Dimitri, I really enjoyed the video and I was wondering if you have ever seen 3D scanning? I have seen people do it with Xbox Kinects and would like to know your opinion on it, I'm personally thinking of giving it a try myself. Keep up the great work!

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +1

      Hey Manoli. Yeah Kinect could work absolutely fine. The only problem is fidelity. There's not enough resolution but if you already own one definitely give it a try. It's gonna be a nice weekend project!

    • @manolisponiris7045
      @manolisponiris7045 Před 2 lety

      ​@@marvelousdecay Thanks for your response, I have seen people use up to three in order to get around this issue, This is escpecially fascinating considering the Kinect is a depth sensing camera . It could also make quite an interesting video comparing the results of it to photogrammetry considering how budget friendly this method is

    • @marvelousdecay
      @marvelousdecay  Před 2 lety +1

      Go for it! Let us know of the results with a comment here in this video.

    • @manolisponiris7045
      @manolisponiris7045 Před 2 lety

      @@marvelousdecay I Will definitely try it in the future, keep up the great work!

    • @singularityscan
      @singularityscan Před rokem

      @@manolisponiris7045 Did you try it? Or is that future not hire yet ;)

  • @peadly4328
    @peadly4328 Před rokem

    Hi again, what's the way to build roughness texture ? thanks in advance

    • @marvelousdecay
      @marvelousdecay  Před rokem

      There are several ways to do it but you could try scanning twice. With and without a polariser. And then creating the difference out of the two.

    • @peadly4328
      @peadly4328 Před rokem

      @@marvelousdecay oh okay I see. Photogrammetry is definitely not easy 😅

  • @timaging
    @timaging Před rokem

    what if you have a photogrammetry model that does not have any UVs? I need to be able to place a texture created from Illustrator that is a costume for a character.

    • @marvelousdecay
      @marvelousdecay  Před rokem

      You can use a different projection other than uvw. Cylindrical, frontal etc. The result will vary depending on the complexity of the mesh but you can give it a try.

    • @timaging
      @timaging Před rokem

      @@marvelousdecay Hi and yes I tried cubic, cylindrical and camera. Nothing worked.

  • @peadly4328
    @peadly4328 Před rokem

    Hey, I follow all the steps but my diffuse maps come in bad quality. And it also a bit oversaturated when I import on photoshop. What is the issue ? The way is to project diffuse on the high poly original mesh with polypaint, and then subdivide a lot the low res mesh, and project all onto the low res and then export all the maps, that’s it right ?
    Thanks

    • @marvelousdecay
      @marvelousdecay  Před rokem +1

      Yep that's exactly the procedure. You got it right.
      I suspect that your original high res mesh might not be as high-res as required for the diffuse map. Keep in mind that polypaint resolution relies on geometry density.
      So I would suggest to subdivide the original mesh a couple of times and then using polypaint to project the texture. Finally make sure that the subdivided low-res mesh has approximately the same poly count as the mesh with the polypaint.

    • @peadly4328
      @peadly4328 Před rokem +1

      @@marvelousdecay thanks a lot, I subdivide a bit more my original mesh (around 10-20millions) and it solve the isssue

  • @wokeupina
    @wokeupina Před rokem

    can we do that with blender instead of zbrush?

    • @marvelousdecay
      @marvelousdecay  Před rokem

      I'm sure it's possible but I'm not a Blender user so I wouldn't be able to help you there

  • @TLnetpilot
    @TLnetpilot Před rokem

    Γεια σου πατρίδα

  • @FPChris
    @FPChris Před 6 měsíci

    Good ole Zbrush winner of the worst UI for 30 years.

    • @atakankupcu3617
      @atakankupcu3617 Před 6 měsíci

      Hope maxon fixes it. The creators of best 3d software ui. The c4d.