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January 9, 2014 - Blog - - 25 responses

Introducing a brand new FREE tutorial from triplegangers.com The video features some mild nudity, purely designed for educational purposes and falls within YouTube’s Policy. Split into 2 parts totalling over 2 hours long. How to work with RAW scanned data from Agisoft Photoscan.

The tutorials cover how to export a scan, remesh / re-sculpt the scan, UV unwrap, colour texture in Mudbox and finalize in ZBrush, a long with decimation for real-time viewing!

Whether you want to learn how to work with cutting edge 3D scan data, or if you work at a VFX studio, or if your an artist working at a 3D printing studio converting and cleaning your clients photogrammetry scans.

This tutorial should really help you increase the quality of your output data and improve results. Unlocking sharper, crisper underlying scan details and more clarity in your colour texture. In preparation for better, more sophisticated 3D printers yet to come…

These video tutorials are also related to triplegangers.com  “We Buy Back” option.

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Before you get started. The tools you will need:

1x decent PC
1x wacom tablet
ZBrush, Mudbox, Photoscan Standard, Photoshop CS6
Either 3DSMax, Maya, Modo, Lightwave or Blender
….patience and lots of cups of tea!!!

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You can download Part01 here: http://vimeo.com/triplegangers/tutorial03-part01

You can download Part02 here: http://vimeo.com/triplegangers/tutorial03-part02

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Tutorial 03 Part 01: Converting and processing RAW scan data

Chapter Title Timeframe
001 Introduction 0:00:09:00
002 Flatten & Smooth 0:05:36:09
003 SPEED Clean 0:10:56:19
004 Decimate 0:11:21:22
005 SPEED Clean02 0:20:43:20
006 200K Export for bridging 0:20:56:13
007 Bridging 0:24:42:11
008 Cleaning Dynamesh 0:47:45:11
009 Projection Introduction 1:01:31:04
010 SPEED Projection 1:03:50:05

.

The method is open to interpretation, there may be many other ways to solve the cleaning of RAW scans. I would love to hear your methods and pipeline ideas.

Tutorial 03 Part 02: Converting and processing RAW scan data

Chapter Title Timeframe
011 UVMaster 0:00:09:12
012 Texture baking 0:08:21:02
013 Mudbox texure painting 0:15:50:07
014 SPEED Mudbox texture painting 0:27:14:12
015 Mudbox hide & project 0:27:57:11
016 SPEED Mudbox texture painting cleanup 0:37:05:01
017 Highpass application 0:37:55:20
018 Outro 1:04:05:04

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The goal is to help educate others and find talented artists around the world to help create stunningly realistic human models using scans to work with. If you have any ideas on how to improve this work flow, please do let me know. It would be great to hear your comments and thanks for watching!

25 Comments
  • IkerReply

    Thanks a lot Lee! Will study it to the last bit!

    Once again thanks for your work sharing your impressive techniques.

    January 10, 2014
    • InfiniteReply

      Thanks for the post Iker and the kind comments. I hope the tutorial is useful in some way.

      January 10, 2014
    • IkeReply

      It is very helpfull indeed. You're very right about the hole filling process.. tedious and complicated. I usually try to avoid it if i can. Hope you can find a better tool to get the job done.

      I'll keep watching and report back, this is amazing quality stuff.

      January 10, 2014
      • InfiniteReply

        Great! :)

        January 10, 2014
  • IkerReply

    Hi again Lee, have you tried the Curve Bridge tool in ZB 4.6? Looks like the tool to replace the tedious bridging process... Just my two cents :)

    January 10, 2014
    • InfiniteReply

      Hi, yes someone mentioned that on the Youtube video comments. I did try but it's not very intuitive I found. I find it easier and quicker in Lightwave at the moment. It would be good to see someone demonstrate it with a video really.

      January 11, 2014
  • Alexx HenryReply

    Brilliant tut, Lee. Thanks for making this available and sharing your expertise!

    January 15, 2014
    • InfiniteReply

      Thanks Alexx.

      January 15, 2014
  • Vision4NextReply

    Thanks a lot. Very informative. Now I have to get Photoscan Standard and see how far I get with Cinema 4D. Hope it can at least cover the Mudbox part.

    January 29, 2014
    • InfiniteReply

      Enjoy, it's a great application, very powerful :)

      February 4, 2014
  • TtakalaReply

    Pretty cool! I used similar techniques in Blender when I post-processed my Kinect scanned (much lower resolution) 3D model:
    http://www.youtube.com/watch?v=m_hBbJTKcL8

    I suspect that in the future many of these manual tasks will be automated when 3D reconstructions become more common. A clever algorithm that uses knowledge of human body shape can be used to fix occluded areas and fused limbs. Researchers have already done this, but as far as I know there is no implementation to major 3D packages. See Figure 2 from this paper:
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.4.9268&rep=rep1&type=pdf

    February 2, 2014
    • InfiniteReply

      Interesting results. Be careful using that Burning Man HDR background. Burning Man sent me a take down notice to remove my videos that featured it. That HDR set shouldn't be shared online or even used. Good luck with your future scanning research.

      February 4, 2014
  • JeremyReply

    Looking for more content on tripplegangers in RAW. I have purchased two so far... Tethys and Algea. Loved the Algea pose with the chair, but the chair itself was a horrible mess and cutting it out (as I did) proved only slightly better than trying to recreate it. I may submit them at some point for your sellback program, but they are not quite up to snuff yet, and I have some more learning to do in ZBrush. Digital Tutors has been a great help, but so has the content you sell. Would love to see more.

    February 4, 2014
    • InfiniteReply

      Thanks. I would be interested to see your results.

      February 4, 2014
  • JeremyReply

    Well, I started all over on Algea because I got started just before you posted the "how to's". I thought there was something wrong because of all the noise and I (in direct contradiction to your recommendations) had smoothed the mesh completely. I got the map mostly cleared up in Photoshop and applied; and even imported it into Unity for viewing on the Rift. However, I have to completely restart cleaning up the mesh, and the map needs a little more work too. After finishing I will submit it and see what you think. I am still learning this stuff.

    February 4, 2014
  • MarekReply

    Hi
    In Lightwave 11.6 you have tools for preparing objects for 3d printing. Try "Cap holes" in "Mesh Repair" tool.
    It is described in addendum on page 8:
    "Cap Holes - As previously stated, meshes for 3D printing need to be manifold - that’s to
    say with no holes. Cap holes gets rid of any holes in your mesh."

    If you have any question ask on forum:
    http://forums.newtek.com/forum.php

    Best regards :]

    February 17, 2014
    • MarekReply

      From 8:30 http://www.youtube.com/watch?v=mL30EJfik34

      February 17, 2014
    • InfiniteReply

      I would imagine, like ZBrush it will just randomly fill holes. You need to add bridge polygons to guide the hole fill process.

      February 27, 2014
  • MarekReply

    Another way to fill holes (also with many holes in object) in your LW version is:
    1. Select > Open Edges
    2. Select > Convert To...> To Point Selection
    3. Shortcut "p" (mak polygon)
    4. Triangulate by Shift+t

    February 17, 2014
    • InfiniteReply

      Thanks I will try it but doubt it will work on heavily triangulated meshes.

      February 27, 2014
  • MichaelZReply

    Great work you have done, thank you for sharing.

    July 20, 2014
  • kiranReply

    Every time I visit this site, there is something always new and something amazing which has been shared with everyone. Great work. You are far ahead.

    September 2, 2014
    • InfiniteReply

      Thanks Kiran!

      September 8, 2014
  • CubutoReply

    Thanks for sharing.

    Is it possible to download the old flatten brush somewhere!?

    Since the new flatten button leaves holes in the geometry I use Smooth Peaks and then Smooth Valleys to clean up the noise.

    September 7, 2014
    • InfiniteReply

      Drop me an email. I will also make a post to share it soon.

      September 8, 2014
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