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Showing posts from December, 2023

Project 2 - Unreal Scene - Modelling Update 2

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Project 2 - Unreal Scene - Modelling Update 2     Another quick update on the progress of the scene as a whole. My aim with these updates is to keep them relatively brief as the focus is more on the photogrammetry assets and not the 3D modelling aspect. However I got a good amount modelled and into unreal, below you can see the screenshots. I also will be condensing the scene down to just the counter side with the fridge asset as I feel at this rate I won't have enough time to do a complete room.      I am happy with the progress so far and again the main reason for this is for me to check the assets in unreal and ensure the scale is appropriate for the scene, keeping in mind the player camera and the ability to view the assets without needing to alter much. My focus will be trying to get the 3D modelled assets to a good state of completion and continue with the photogrammetry assets.

Project 2 - Orange - Photogrammetry Asset

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 Project 2 - Orange - Photogrammetry Asset     The next object I attempted was an orange, I decided to stick to what I know will work so it is an effective use of my time right now. As in previous posts with the new workflow I will just showcase the screenshots and images as necessary. Raw Photos Masked Photos     Due to the reflective quality of the orange peel I decided to run these images through lightroom to try and  delight them before the reality capture step. Lightroom De lit  Reality Capture Model Agisoft De lit Comparison        While hard to tell from the last screenshots the de lit version in Agisoft did improve the flat lighting quality of the model by a good amount and removed some still noticeable highlights from the texture. I decided to not render this out in substance just yet but I eventually will.

Project 2 - Egg - Photogrammetry Asset

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Egg - Photogrammetry Asset     To save repeating most of the information of the initial steps of creating a photogrammetry asset I will just post the screenshots in order below. Raw Photos   Masked Photos       This time I skipped the lightroom step and went straight to reality capture as the lighting was already pretty flat due to the material of the egg shell it diffused lighting really well and I felt it unnecessary to go through lightroom first before trying reality capture. Reality Capture Model     Again really happy with how this model turned out and that even skipping the lightroom step didn't cause me any issues. At this point I did notice some defects on the texture and I decided to try and rectify these as well as adding in a couple more steps with new software to get the best result.     I found tutorials on photogrammetry where a new step was introduced and that was to use the free texture delighting software that Agiso...

Project 2 - Red Onion - Photogrammetry Asset

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Project 2 - Red Onion     Today I decided to try out doing a shoot with another object. Since the coffee mug failed I decided that I was going to try using another organic asset like the apple as I got good results with this and I was unsure if the model material, colour, etc. had an effect on the bad results I got and whether it was just not a feasible model with my current setup.     Above are some of the raw photos from the shoot, this time I didn't underexpose the lighting to experiment and see if I could determine the problem with the previous shoot. I also stood it on top of a black object like I did previously with the apple to separate it from the turntable as I wanted to recreate the apple shot as best as possible to see if the results were the same or different.          Above are some of the masked photos from photoshop, due to the darker nature of the object and again the noticeable highlights on the surface of the object I tried ...

Project 2 Unreal Scene - Blockout and Modelling - Update 1

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Project 2 -  Blockout and Modelling - Update 1     Just a quick update screenshot from the unreal scene as I had spent time today modelling the sink counter and drawers and testing out how they fit in the unreal scene in terms of scale, visual aesthetic, etc...     Here is a closer screenshot of the asset in Maya just for reference.       When I had shown the original blockout using Unreal assets in class I was informed that where I had placed the cubes for the counters were a little too high to where the player camera was sitting and so I tried to keep this in mind for when I came to model this as I preferred to just lower it slightly below the player waist line in order to avoid having to alter the camera height in unreal as when I tested the fridge asset in unreal it was set at a good height and as such I didn't want these assets to clash and cause issues due to scale.

Project 2 - Coffee Mug - Photogrammetry Asset (Failed)

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Project 2 -  Coffee Mug (Failed)     So for this asset I attempted to photograph a coffee mug. During the shoot I had issues balancing the mug to get good angles and coverage of the whole object, this was due to the weight of the mug and it would roll to one side or the other depending which side I was trying to get photos of. I had no issues with it being upright, however I tried to get what photos I could. Below are some of the photos from the shoot.     As you can see the images are very dark as I was trying to not overexpose them while shooting, however due to the ceramics I still got some reflective light capture.     I then tried masking out these photos in photoshop however due to the black parts of the cup and the lighting, photoshop has issue with masking the object and was not detecting large portions of it. Also since some of the mug parts are out of focus on various photos this made detection harder. Because of this I decided to alter the p...