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Dirty Glove Photogrammetry Model

Practice scan of a dirty glove I had lying around, served both as a test for my new softbox scanning lights and as a general workflow practice.

120 photos shot with a Nikon D3100 + 35mm lens using a turntable setup. Lightroom for some initial exposure tweaks and raw conversion, Photoscan for processing. From the 120 photos I was able to export a 3M tri mesh and a 8k color texture. InstantMeshes for optimizing the mesh to 5.5k (mostly quads) and did some topology tweaks and unwrapping in Blender to finalize the lowpoly which was taken to Designer.

De-lighting pass and baking / extracting of 4k Diffuse / Normal / AO maps in Designer. Painter used for fixing some seams and spots with bad coverage and for creating the roughness map.

Lowpoly mesh could be optimized further for game-engine usage, but for a basically automatic retopo it's impressive enough. All in all an interesting project where I learned a lot.

120 photos - 3M triangles + 8k texture - 5.5k triangles + 4k textures.

120 photos - 3M triangles + 8k texture - 5.5k triangles + 4k textures.

The normal map is a combination of larger details baked from the HP and extra micro detail extracted from the diffuse.

The normal map is a combination of larger details baked from the HP and extra micro detail extracted from the diffuse.

Close-up of some of the smaller stitching detail captured on the texture.

Close-up of some of the smaller stitching detail captured on the texture.

Wireframe and base color texture layout.

Wireframe and base color texture layout.

Photoscan camera positions from the turntable setup.

Photoscan camera positions from the turntable setup.

Sketchfab model with 2k textures.