Interested in creating and selling assets for Unity3D game engine.


  • I'm interested in creating assets similar to this: https://assetstore.unity.com/packages/3d/props/food/4k-photogrammetry-fruits-133983

    So it's important for me to capture colors right, and have a good streamlined process to do things like decimate the scan, UV unwrap, bake textures onto lower res obj(normal, height, color), roughness map, etc

    I have game dev experience but no experience in 3D scanning and very basic 3D model lingo.

    How much of the above processes can be done with buildin THREE software whether in the scanner itself or computer?

    I've read that using a scanner in pitch black darkness helps with capturing colors correctly but it seems from the rubiks cube example that THREE can do a perfect job in ambient lighting as well.

     



  • Hi Boris, 

    Thanks for your question! THREE's built-in software can decimate scans, and then texturize them, and the amount of decimation is under the user's control. However, it doesn't do bump maps or otherwise bake the textures, it simply blends the color images, builds a UV map and image, and overlays it on the geometry.

    There are some tricks to getting really great textures, and the biggest one is to separate the scans for the geometry from the scans for the texture. We employed this with the rubik's cube. The idea is the scans for geometry capture will not capture color/texture at all, and the scanner settings will be set to get the best capture of the geometry. Once that's done, then you would do separate scans that would have the camera exposures set to be brighter, allowing them to capture the colors with more vibrancy. Not alway, but often, these texture scans will not have the same geometric quality as the scans made specifically for the geometry, but it doesn't matter because you have the geometry already. Then, the final step is to align the texture scan to the geometry scan, and once aligned, to delete the geometry captured in the texture scan. Then you can merge both scans together, mesh, decimate and texture. The bright texture images will be used over the geometry scan. 

    We should probably publish a blog showing this process. It might sound like a lot, but it's really not that big a deal once you've seen it done.

    The other part to all this is that for video game assets, you really don't need highly accurate to-the-micron geometry, so you may find that for some objects you can just capture at bright exposures and get great textures/color regardless of the underlying geometry. But, I think it's probably best to have at least a decently resentative geometry underlay, with the good textures over top.

    Also, scanning in pitch darkness will not work for textures. You want to have a nicely lit work area.

    Lastly, it is very likely that you will need to do a bit of texture cleanup in Blender or another similar program, to get the colors perfect. THREE will make good color scans, but really perfect excellent texture work will require post-processing to add things like bump maps, and to perfect blends and color grading, etc.

    Let me know if you have more questions!

    Trevor.


  • Hey Boris,

    One more thing I forgot to mention is THREE has quad meshing options as well, which would work better for the gaming asset purpose. 

    Trevor.


  • Thank you so much, yea I'm really a beginner to 3D modeling period so at first I just wanted to be sure that the THREE scanner can at least get me good foundation to create game assets with, seems like with the rubiks cube approach i can get both good geometry and colors as necessary.

    I'll have to learn how to do the other stuff like baking, color grading, etc afterwards.

    The Quad Meshing option is not watertight though right? only the last triangle option is. That's what the guy said in the tutorial video for THREE.

    Also aren't triangles more performant for rendering in games, at least as far as i know haha


  • Hi Boris,

    So I actually had that backwards - it seems games actually use triangles, not quads. It's animation that is more likely to use quads. GPU rendering is optimized for triangles. 

    You are correct, the quad meshing in THREE is not watertight. Only the Poisson meshing is watertight. 

    Trevor.


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