Love that you did this quick and dirty all the way from acquisition to inclusion in the final environment - also love that you are using such high powered tools but only spending fifty cents! Keep it up.
I was having trouble figuring out how to reproject the texture after cleaning up the uv and mesh in blender. Importing back into reality capture is a great idea. This tutorial was very helpful. In order to not have to rotate it each time, you can "Set Ground Plane" in reality capture and align the model better to the XYZ axes.
You always make like this. First, build your mesh. Export in blender or zbrush. Optimize the form and import again in realityCapture and texturing again (retroprojection from the older mesh).
This was great thanks - I've not used reality capture for a while and this helped me get back up to speed quickly. Blenders sculpting tools are super useful as well for correcting issues in the mesh.
My workflow used to be Reality Capture, 3DS Max, then Unity. Now that I have the Enterprise version of RC (got it for free since I had a Steam subscription (Thank You Epic!)) I have decided to add Unreal along with Unity and in the process dump 3D Studio, too damn expensive. Now mind you I have been using 3D Studio since the release of version 2 for DOS back in in 1992 and I started with Unity 2.0 back in 2008. This tutorial is giving me just what I need to start the switch. Thank you.
Nice one dude, I used 3d max for yrs ditched it for blender 2yrs ago. Best thing I ever did in 3d. Unity still has some solid advantages over ue4 but I just like blueprints
@@MrKams1 I have used Playmaker in Unity for years with excellent results. Unity purchased Bolt which is a lot like blueprints and it is now Unity's built in Visual Scripting and I am switching to it instead of Playmaker. Look forward to learning Blueprints as well.
Great tutorial man! Would love to see some more of simplyfying the model and reprojecting the textures. I started something similar with buidlings where I bring the model back into belnder then make a object by hand that overlaps with the photogrammetry one, then bring it back to reality capture and reproject the textures. It gives great results with a small amount of polygons and UVs as you like them to be. Keep it up!
Amazing tutorial! I have been trying to learn how to do this for about 2 months now, I’ve tried all other tutorials out there but the processes I have tried so far take so long, and the results are underwhelming, the UV maps end up being a mess, or the texture gets displaced. This looks so much simpler! I’ll give it a try tonight :-)
Thank you very much for doing this video it was very informative and I will find myself going back to this to try to institute a workflow into the chaos that are my attempts
hi in this case simply apply the texture to a model in a material in any DCC software. It would offer you more control of the position of the texture and will allow you to customise your UV maps to adjust positioning the texture and work between 2d and 3d to position textures
Love your channel!! I’m a Mac guy and trying to figure out a good windows laptop that will be pretty kickass for everything I need BUT especially diving deep into photogrammetry and unreal are you familiar with Asus zenbook duo pro OLED RTx3070 4K (ux582 15) would be a powerhouse and hold up to a lot of processing abuse?
Great video thank you. I was following your tips but ran into a problem. When i imported the model back into reality capture, a prompt appeared saying "texture coordinate of a triangle are indexed to different textures" I made sure to put the model back to the original spatial coordinates in blender. Any suggestions?
I'm asking because I don't know, but wouldn't it be easy if you could slice the model vertically land apply a mirror modifier in blender if you had a good side in this example?
I think you could, the challenge would be in getting a clean slice and clean mirror, it would almost certainly involve some manually cutting and scaling of verts
I just learn photogrammetry and I faced the problem. How can you import the object with texture from Capture Reality to blender???. After I click export model in realitycapture, it came with 2 file .obj and .mtl and then when I opened .obj file in blender the texture was gone. I don't know how to fixed it or if I missed anything before exporting in realitycapture. I also watched other tutorial that he changed the name of the mtl file to matched with .obj file, but it doesn't work for me. Thank you so much
I'm not an expert but just someone who dabs in this but by the looks of it everybody uses different tools to export, import, export..... etc.... Stop this (not you but RC), I know you are trying to monetize IP but brining in game purchase to learn or development is a no go for me. Every hear of the APPLE MODEL? Give all the kids free computers to learn on? I'll stick to opensource.
I just can't get around this, I photograph an object all around, import them to Reality Capture but all I get is blobs after aligning, the model is nowhere to be seen :|
Hi, make sure u have sufficient overlap on the images. U should aim for 2 to 3 passes at different angles and around minimum 20 to 30 images each pass. Also make sure it's not reflective, or featureless texture
It's from the late 19th century. I had to cancel the first attempt as a grey hand of the undead came through the grave and tried to grab my crotch and force me down underground !