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3D-Scanning pipeline for games. Andreas Söderberg a ndreas.soderberg@outlook.com. Purpose. To create an affordable pipeline to get real life objects into a game engine with some soft of scan method I also wanted to display these meshes in a small demonstration level.
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3D-Scanning pipeline for games • Andreas Söderberg • andreas.soderberg@outlook.com
Purpose To create an affordable pipeline to get real lifeobjectsinto a game enginewithsome soft ofscanmethod I alsowantedto display thesemeshes in a small demonstration level
Deliverables A playablelevelmade in UDK with the scannedobjects in it
From start to finish • Start by setting the lights and taking the photos. Between 50 to 70 is enough for most objects. • Run all the steps that Photoscan need to create a mesh and a texture. Remove the unwanted geometry from the object and export as an OBJ file. • Load the OBJ file in Maya. Rotate the mesh right and adjust its size. Export as a new OBJ. • Import the OBJ file in Zbrush and load its texture. Subdivide the mesh and sculpt on it to enhance both things that goes into the mesh and things that points out from it. After that, run the Zremesher function. Export the low poly mesh as a new OBJ. • Open that OBJ file in Uvloayout, cut the UV parts and unfold them. Save the UV mapped mesh as a new OBJ. • In Xnormal, load both the high poly and the low poly objects, and also load the texture for the high poly. Bake the base texture, normals and ambient occlusion. The cavity map can enhance the texture a bit extra but it takes so long to bake that I stopped to bake it. • Load the base texture and the ambient occlusion maps in Photoshop and insert the AO as a new layer with the layer blending mode called multiply. • Load the unedited base texture in Crazybump and go to the specular tab. Load your low poly mesh in the previewer and adjust the parameters. • Load everything in Maya to make sure that it works. Adjust the pivot point if needed. Photoscan > Maya > Zbrush > Uvlayout > Xnormal > Photoshop > Crazybump
What problems did I encounter and howdid I fix them? Lighting reflectionssmooth skin
Bad lighting and color contamination that was easily resolved.
Withaddedlighting, a black cloth and a sculptureturntablethese problems wereresolved.
Polarized filter, before and after.The filter removedalmost all reflections.
This is what the original scanlooked like. Holes in the meshdueto the specularreflections and the thinedges.
Whattoscan and whattobuild • Simple geometrythat is fast tocreate in Maya, 3DS Max, Modo or whatever software oneuses, like tables and chairsaregood examples ofthingsthat is both faster and gives a betterresultto do by hand. • Moreorganicthings, thatonewoulduseZbrush or Mudbox for, aregenerallyeasiertoscan.
I alsohadtodivide the scanintothree parts. First the clothes, then the head and last oneof the arms.
I chose to present the data throughsignsthatarepositioned in the cornersof the demonstration level.
Better and worse materials • Rougher materials areeasiertoscan. It itpossibletocreatescanswithreally fine detail and crisp textures. • To be able to scan really smooth material some sort of painted or projected grid will help to find the forms. • Specular highlights on smooth materials can be avoided with the use of a polarized filter. • One-colored materials with hard tracked features can also be helped with some sort of grid.