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3D Photogrammetry and Scanning

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Thread replies: 7
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File: Nate's Desk.jpg (3MB, 3840x2160px) Image search: [Google]
Nate's Desk.jpg
3MB, 3840x2160px
Thoughts on the possible applications for the use of real world scanned geometry in the use of games?

Pic related, my desk created by extrapolating the data from 34, 16 MP pictures captured by my phone.
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>>538394

Good modeller could model all those items in less time. Scanned objects looks extremely distorted.
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>>538394
I can only see it as a alternative to sculpting some things, like heads or some organic shapes. But you still have to go thru re-topology. Generally the tech is not a point yet where it can be fit into a pipeline, except for some specific cases.
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>>538402
>in less time
kek

It's already being used for organic modeling, stuff like rocks, tree trunks, etc. Vanishing of Ethan Carter is a game that relied heavily on it, and with Quixel Megascans being released we can hopefully expect to see more of it being used in cool ways.

As far as I know, 3D scans are currently shit at two things. Hard surface (like the desk in OP's scan, which is all sorts of jagged and would definitely look better if it was modeled from scratch rather than optimized for this), and shaders/material properties. Since photogrammetry can't tell what material something is made out of, everything is going to have the same finish unless you start to manually paint different materials. (it's also bad for scanning whole environments at once, since the lighting gets baked in.)
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>>538394
how long did it take to do that OP?
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>>538497
I'd say roughly 2 hours.
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>>538402
Proved wrong by facts.
https://www.youtube.com/watch?v=U_WaqCBp9zo
Thread posts: 7
Thread images: 1


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