My process for creating a hard surface model of a gear pump casting using a photogrammetry reference.
Жүктеу.....
Пікірлер: 23
@ReplicateReality Жыл бұрын
The amount of time that would take would be insane
@eqieier7575
9 ай бұрын
Not at all, making characters almost allways has a retopology after sculpting step, so yeah it takes some time but isn’t that bad
@fuuby
6 ай бұрын
Yes, modeling is a tedious process.
@TigrePlayz10 ай бұрын
Tip to save time: Select all of the primitives and then press Control and J. Then got to modeling and remesh it. Or use a remesh modifier.
@fuuby
6 ай бұрын
You end up with nasty topology. Depending on your needs this might be enough, but if you Feature this asset there will be no way around manual retopology to have complete control over edgeflow.
@c0nsumption11 ай бұрын
Quad remesher would be more optimal, no???
@abiyyupanggalih854 Жыл бұрын
Wow cool
@solipsist3D10 ай бұрын
Did you try doing a traditional retopo? This feels time consuming
@Theflashaus Жыл бұрын
There are free softwares like zypher for cleaning up 3d scans instead of modelling it your self
@mitri5389
11 ай бұрын
That's not the point noob. The point of this is to make something usable for real time rendering. Using a scan or not has nothing to do with this process
@Theflashaus
11 ай бұрын
@@mitri5389 'photogrammetry'
@alvin3171997 Жыл бұрын
Beginner question: Why remodel when we can just use the photogrammetry model directly? New to 3D :D
@apollo1401
Жыл бұрын
The topology of the generated mesh can be terrible and most or not often unusable. Best bet for small scale photogrammetry like this is to bake it's normals, height etc. and then remodel or retopologise it to get a better looking and sellable result :))
@hutcheson3D
Жыл бұрын
Good question! You can use the photo scanned model directly - it just depends on the requirements of your project. By remodelling the photogrammetry model we can reduce the number of tris (triangles) that makes up the mesh. This makes the model lighter and faster to render which can be important if you want to use the model in a game engine. The new geometry I created is also sub dividable (using the subdivision surface modifier) so the mesh density can be easily changed.
@00walid
Жыл бұрын
Most photogrammetry models are generated with terrible topology plus the high poly count...it's better to retopo or remodel it to get an optimized model for any kind of use
@tranvungocthinh2006 Жыл бұрын
How to join vertex
@Rawarart
Жыл бұрын
Been 2 month but you can just drag it to the desired vertex and it will join automatically
@dickyarya820411 ай бұрын
Pain
@gamerpumpking16759 ай бұрын
This mofo had 1 neutron star mass worth of vertices in there
@covjeksirena696611 ай бұрын
what do you mean logical edge flow? Could you make a video with examples?
@EditOnRel3ase
11 ай бұрын
He means that when you hold alt and click, it will select loops that flow all around the model. Search good 3d topology videos for example. Or, search face 3d topology on google.
Пікірлер: 23
The amount of time that would take would be insane
@eqieier7575
9 ай бұрын
Not at all, making characters almost allways has a retopology after sculpting step, so yeah it takes some time but isn’t that bad
@fuuby
6 ай бұрын
Yes, modeling is a tedious process.
Tip to save time: Select all of the primitives and then press Control and J. Then got to modeling and remesh it. Or use a remesh modifier.
@fuuby
6 ай бұрын
You end up with nasty topology. Depending on your needs this might be enough, but if you Feature this asset there will be no way around manual retopology to have complete control over edgeflow.
Quad remesher would be more optimal, no???
Wow cool
Did you try doing a traditional retopo? This feels time consuming
There are free softwares like zypher for cleaning up 3d scans instead of modelling it your self
@mitri5389
11 ай бұрын
That's not the point noob. The point of this is to make something usable for real time rendering. Using a scan or not has nothing to do with this process
@Theflashaus
11 ай бұрын
@@mitri5389 'photogrammetry'
Beginner question: Why remodel when we can just use the photogrammetry model directly? New to 3D :D
@apollo1401
Жыл бұрын
The topology of the generated mesh can be terrible and most or not often unusable. Best bet for small scale photogrammetry like this is to bake it's normals, height etc. and then remodel or retopologise it to get a better looking and sellable result :))
@hutcheson3D
Жыл бұрын
Good question! You can use the photo scanned model directly - it just depends on the requirements of your project. By remodelling the photogrammetry model we can reduce the number of tris (triangles) that makes up the mesh. This makes the model lighter and faster to render which can be important if you want to use the model in a game engine. The new geometry I created is also sub dividable (using the subdivision surface modifier) so the mesh density can be easily changed.
@00walid
Жыл бұрын
Most photogrammetry models are generated with terrible topology plus the high poly count...it's better to retopo or remodel it to get an optimized model for any kind of use
How to join vertex
@Rawarart
Жыл бұрын
Been 2 month but you can just drag it to the desired vertex and it will join automatically
Pain
This mofo had 1 neutron star mass worth of vertices in there
what do you mean logical edge flow? Could you make a video with examples?
@EditOnRel3ase
11 ай бұрын
He means that when you hold alt and click, it will select loops that flow all around the model. Search good 3d topology videos for example. Or, search face 3d topology on google.