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Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

4 posts
0 questions answered
R3DS::Wrap is a topology transfer tool. It allows to wrap existing topology around a 3D-scan or other highpoly model. It also includes pre-alignment, sculpting and texture baking features. As Wrap preserves vertex order and texture coordinates of original basemesh it can be used for creating morph targets of different facial expressions based on scans
  • WrapX-80.lv
  • WrapX-80.lv
  • WrapX-80.lv


Subset tool allows to work with any portion of the scan separatly. It makes possible to do fullbody wrapping step by step. Step-by-step approach is much faster and controllable than doing wrapping of entire basemesh at once.

The process is fairly straight forward:

  • Click Subset(Select) tool and select any portion of Template mesh. Use predifined polygroups in your OBJ file if needed.
  • Click Done button to confirm selection.Everything except selected polygons will dissapear.
  • Click Subset(Apply) to bring all the changes made to the subset back to original model.
  • Use Brush Tool to fix seams if there are some.

Brush tool gives a set of useful sculpting brushes to enhance final model. Brush tool support history (Ctrl + Z, Ctrl + Shift + Z). Resize brush using left mouse button and Ctrl key. The list of brushes includes:


Dissembling meshes in WrapX © Russian3DScanner, 2015

  • Relax brush
  • Screenshots04_Small
  • Move brush
  • Projection brush
  • Push away brush
  • Screenshots05_Small

Texture transfer tool transfers texture from scan to basemesh. New color extrapolation option was added since version 2.2.4


Meshes in WrapX © Russian3DScanner, 2015

 New transparent shader for wrapped model preview

Still have questions?
Darya Chainikova from RainStyle prepared an illustrative step-by-step instruction on how to create face emotions with face scanning technology.

4 June, 2018

James Busby from Ten24 shared a time-lapse video, explaining how straightforward it is to combine and use multiple scans from different sessions.

6 September, 2017

A very quick and effective way to work with scan data in Wrap3 from James Busby.

21 November, 2016

CGWORLD Japan has published a nice long interview with the creators of Kingsglave animation film. They discuss the creation of characters, environments, and props.

1 October, 2016