great walk through of retopo scan data!

Started by TheBadger, November 19, 2015, 01:03:42 AM

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TheBadger

http://lesterbanks.com/2013/06/creating-a-retopology-workflow-between-123d-catch-3ds-max-and-mudbox/
Uses Mudbox, and I don't know about Zbrush, but I would guess they have tuts too. I am under the impression that Z has more tools for longer than mud. But at least there is more than one option.

From what I can tell, this is impossible without certain softwares. So there is that. But if you can get student prices or free academic rights, definitely look into this if you have not yet.

Yeah, I know this topic comes up often, but things change quite bit between the times that we talk about it. So this may have a little new info or ideas, maybe not.


@dune
Hey ulco, I know you have Mud, so you should look into this. You can get a scan of just about anything from 123D, and use mud to retopo. (its not new to mud since you have been using, but its gotten better from what I know.)

I was thinking that museum you do work for, could let you make scans of objects (or make them for you) and you could use them in your renders. Definitely a great way to get super real super fast with specific artifacts.

Anyway. Fun.

...

One thing I hope that will happen soon, is that retopo-ing will become automatic. retopoing is kinda the shitty part of what would otherwise be awesome... photo geometry.
But nothing new in the statement for you guys.
It has been eaten.

TheBadger

#1
K, i tried all this. It works as shown in tut. Thats nice.

What is very very nice is how fast it is. The last few days I was practicing retopo manually in maya, this is no fun at all, and very labor intensive. The retopo workflow in the tut took only a few moments! I have an older 2009 desktop (although a bit newer GPU, which is important for this), so I was concerned things would just be slower in general. But no hangups at all really.

[attach=1]

In this image the green one is the original tris scan. the middle is the new quad model of that scan, and the 3rd is obviously the new base. It was nice to see that the levels between the high and low are also created and can be saved individually.

One thing to look out for, is that the quad model is higher polly count than the original tris. I guess it takes more quads to displace a mesh than tris, even though it takes an extra edge to make a square from tris than with quad.
Apparently while a quad is only 4 edges, and a square tris is five edges, on a large complex model (or terrain) you get much lower polly counts with tris, because every tris square can deform down the middle, but quad can't and will give you non planar faces... just interesting to finally see exactly how that works at a manageable level.
Probably nothing new to most of you in that statement either, but it is worth being written down someplace.

Now I have to learn (finally) to bake the high to low (not just understand the principal ;)). And from the resulting mesh, I will be able to create a new model that is not derivative form the original.

MASIVE time saver for modeling in this stuff. Which you all also may have already known, since we have had plenty of photo scan threads. But on the other hand I have not seen hardly any renders with models based on scans in them, that I now about. I just figure it is all the intermediate steps that stops people from doing it?

If I can get through an entire workflow for this, I will defiantly be doing it often. Its just so much faster 8) And with all the free models to build from at 123D models downloads pages, its too easy not to do it.

Hope this helps someone.
It has been eaten.

Dune

Very interesting, Michael. This will probably also work without Max, but just importing in MUD from elsewhere. Only I have MUD 2013, so I might need to up that version...

TheBadger

#3
Yes with max, and all the others I think. I think the only issue is if the package can handle the polly count. some "free" modelers won't. I believe blender will, and also has tuts for this sort of thing. I also believe Lightwave will do just fine. Because there is nothing special about the process of cleaning up the model, which should be the first step after downloading the scan.

The very first step it to open the scan obj in a modeler and clean it a bit. Delete all faces not part of the model... ground and such. well not all, but most... And then you want to select the model and run a clean up on it. IN maya, this is a function literally called clean up. you also want to select every single vert and make sure everything is welded... Just on step. None of it takes long at all really.

Then open in mud and see if you get any warnings (other than about being high polly).

You definitely want to upgrade if you can. the newest version of mud will automatically highlight all problem spots with a bright red dot. Makes it very easy to go back into your modeler and find overlapping faces, or edges that are siting in the same 3D space. As you know, mud does not like any "improper" geo.

This can also be used on TG terrain exports. Just think of the high polly TG export as a scan and apply all workflows for any soft in the same way... Again not new to some people here, but this is an actual tut people can follow that works.
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Dune

Thanks for explaining, Michael. Very useful to know, and it might come in handy.

TheBadger

Cheers Ulco! ;D
I just thought of you because some of the models I was browsing were museum displays. And then I thought, why the hell does the museum Ulco works with make him, make all his own models, when they are a museum!  ;D ;D ;D

I am lazy so you don't have to be ;D
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Dune

 :) But they can't supply me with scans of medieval houses and ships, can they? 

TheBadger

#7
Well, They should!  ;D

I have been reading that many museums are slowly  digitizing their collections, including making 3d scans of all their objects. "Big ben" told me his is too.

You only need a scan of a model of the ship, and that will work just the same as a scan of a real ship. The thing I was thinking is that if you have to do a ship, it can be from a scan of a model from another museum. Like the Smithsonian has a huge collection, and are in the process of scanning all their object. But ok, maybe it will be a good while before you can get what you would need.

I am recreating greek temples and stuff. But I have found many fine details I need in scan form from 123D. Like the griffin above. and many other fine detail objects that I don't have time to make. The griffin will sit on the corner of my temple... so maybe just stuff like that for now.
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TheBadger

#8
Here is another practical example when working with buildings.
*See below
In this image the lion is a scan someone made. I used it as a decoration on my temple following architectural images of what the temple looked like when it was new. I did this manually though. I may go back and redo it following the tut to get better geo.

I imported, cleaned, manually retopoed, then retooled it a bit for my needs. I would have altered it even more had I known this workflow above, but I was tired after manually doing it and wanted to move on.

For example, you could find scans of decorations that would have been details of the buildings you make.

[attach=1]

Am I proselytising this too much? Just excited is all.
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Dune

You are very right, and I will have the museum director summoned to appear in my office so he can explain himself  ;)
But serious, you ARE right.

TheBadger

 :)

But also seriously, I really like that you do towns and stuff. also there is that thread for the exodus doc in animation area, and also some other city renders around here. I really hope that there will be more of it. I know its a lot of work, but I hope to see more. Really I hope to see my own city/town render! :D
It has been eaten.


Dune

Interesting find, Jochen. Thanks!
@ Michael; I hope to see your work as well, and having read all your posts, it's going to be pretty awesome.

TheBadger

I understand better than I practice though  ;D :(
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j meyer