Photogrammetry: Macro-environment in CRYENGINE
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by Trilo Byte
20 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
20 hours ago

play game happy wheels

by Kaji
1 days ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

Photogrammetry: Macro-environment in CRYENGINE
17 August, 2015
News
Research

CG-artist Simon Majar shared some assets for an exclusive photogrammetry demo for CRYENGINE. A great opportunity to have a look at how this 3D scanning technology works.

The demo assets are absolutely free and available for download at CRYENGINE forums. The files feature a very detailed look at the scanned piece of environment and give some insights on the way the whole process works. Te detailed description of the scan is available in Simon’s official blog.

I used Agisoft Photoscan to make the model and textures. Medium settings, with my 8gb of ram, not possible to generate a really dense point cloud. I’ll try later with a more powerfull computer. From that model I generated two 8192px textures. The rest is easy, export and integrate to the CRYENGINE. What I didn’t do, and should have been done, is delete every lighting information in the textures. I’m still working on a proper way to do it. It’s quite complicated, and the best way to do it is capturing the environment to have an HDRI. But I don’t have the equipment yet, just a middle class camera.

Simon Majar, 3D artist

libraryry-photoscans,medium_large.1439753772

As a result the demo has baked lighting. In the video the camera is actually not moving. Instead the level itself is turning around.

libraryry,medium_large.1439753771

If you’re interested in these kinds of experiments be sure to check Simon’s other demos available here and here.

Source: Cryengine.com

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[…] haven’t had the pleasure to use photogrammetry to an extent to review it, but based on the work I have seen trough personal projects and in game […]