Got an older version of Meshroom working with my partner's 11yr old computer! It took so much trial and error to find a compatible driver and Meshroom version. Then there was the learning curve on how to photograph the subject (I need to retake a photo set for sure). But at least around midnight I finally got a first .obj out of it! Very rough but also very recognizable!
So next, retaking the photos with a plain background. Possibly building a reverse lazy susan type rotating arm to hold camera and background like this video: https://youtu.be/28vrZIj-hYQ
Traditional 3D to Digital 3D - step by step How to Digitalise Your Model
If you are a beginner watch these tutorials first: Photoscanning, Retopology, Unwrapping, Baking Diffuse, Baking Normals, Baking Normals 2
a DSLR camera
photogrammetry software (Meshroom)
3D editing software (Blender)
This is Yù and he's gonna be our example model today
Step 1: Take photos from every possible angle.
Try to take the photos in a continuous way so that it's easier for Meshroom to figure out what's the camera's position. The more photos, the better. Here I'm using 92 photos. DO NOT move the model. Phone camera doesn't work for me, so I use a DSLR.
Step 2: Photoscan.
This takes a while. Make sure your PC doesn't overheat.
Step 3: Import to 3D editing program and clean the model - decimate the polycount, cut off unnecessary parts of the mesh, fix the origin point and orientation.
This is now the base model. If your model is a static object (and not a creature for example), you finish here. You're done. But Yù is a creature so now we have to...
Step 4: Take a deep breath. Retopologise.
The tutorial I linked at the top does a good job of explaining retopology, but I prefer to work without snapping and without the In Front option. And for this particular model I don't use Mirror. I only use a lot of Shrinkwrap.
Step 5: Unwrap a UV map of the retopologised model.
If you plan to add hand painted elements to the texture then place seams by hand, so that later you know better where to paint.
Step 6: Bake a diffuse map from the base model onto the retopologised model.
PLEASE use extra Shrinkwrap after Subdivision Surface! It looks uglier and less smooth, I know, but it's important for diffuse baking to keep the retopologised model snap to base model. The model can be smoothed after baking.
If the baked texture looks bad, play with Extrusion and Max Ray Distance. In this particular case I use 0.05m and 0.02m. It's not perfect and there are holes on Yù's back, but this can be fixed by hand in Texture Paint workspace.
Step 7: Finishing touches.
It's up to you what you wanna do here. You can bake a normal map from the base model. Or use the diffuse as a bump map. Smooth the model and sculpt extra details. Paint over holes. Remember to save all the textures separately, since Blender doesn't do that automatically.
Step 8: Almost done! Time to rig, pose and animate the new model!
9D Room - 234D and A. L. Crego
Creation through a process of deconstruction.
From physical reality to digital worlds.
1 - This video is the result of mixing two ways of capturing and interpreting the reality.
On one "side" there is the photogrammetry world of 234D created entirely scanning the physical world to translate it into an hyper realistic 3d model inside the virtual boundaries.
On the other "side" exists a deconstruction of the previous scanned world, and deconstructed by A. L. Crego, using the most single element that is the pixel, as a way to reconstruct the place using just plain black and white 2d elements over the 3d model.
2 - The virtual room was designed and built by 234D in Cryptovoxels, and the walls are part of the work, so they will be transferred to the new owner’s wallet in order to rebuild the room again in any other parcel inside the Metaverse. Visit it here: https://www.cryptovoxels.com/[email protected],52S
3 - A 360º video is also available at Youtube.
Photogrammetry / 3D Model / CV Builder: 234D.
Video edition / B&W Loops: A. L. Crego.
This commercial project was completely computer generated, with the environment and animation created in Cinema4d and rendered in Octane - and the shoes were 3D scanned using a process called “photogrammetry.”