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HD: Generating game geometry with simple photographs (Part 4) Joseph Drust

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Uploaded by on Jun 9, 2011

Quick Tutorial by Joseph Drust (Links to other Parts Below)
Using a digital camera, Zbrush 4.0, and Autodesk Photo Scene Editor (photofly) high quality video game geometry can be created quick and easy.

Program Links:
http://labs.autodesk.com/utilities/photo_scene_editor/
http://www.pixologic.com

HD Part1: http://www.youtube.com/watch?v=QyL8g1tlMMY
HD Part2: http://www.youtube.com/watch?v=vm9MJKWiyuU
HD Part3: http://www.youtube.com/watch?v=NPuuEIkGKUw
HD Part4: http://www.youtube.com/watch?v=cJdwefzdobU

email: jdrust at piggyson dot com

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  • This workflow is pretty amazing... It sounds like a lot of the interest for this is in games, but I'm in VFX and see a lot of use there.

    I'd be extremely interested if you could take something like this and take an all-quads version into Mudbox, handle the spec/bump/etc. maps, and then get it into a real rendered scene. Please let me know if you ever do this. Thanks again!

  • @maxkastle The name of the video is: generating GAME geometry with simple photographs, when in the end that final "low" geometry can`t be used as it is in a game...the coolness doesn`t make it practical nor efficient, of course you can use it as a starting point, but the video makes it seem just as taking some random photos, put them in to the program, and generate your geometry rdy to use in game, way far from true. It`s a great way to generate high poly geo from photos thou.

  • @newsonomamashine

    Not entirely true. This is a cool method for getting a highres mesh and texture to start with. Yes you have to do some manual work and the tutorials don't go through creating normal maps and ways of creating a more efficient lowres mesh- but that's not the point- the point is that Photofly is awesome. I feel like I'm taking crazy pills.

  • This is very good but honestlly i can`t see a real and practical use for a REAL GAME, 1 k triangles is too much for a prop like that, something close to 500 or even 300 would be better, it`s not possible to get a proper low poly mesh form decimation master, manual work is unavoidable...and you don`t even have a normal map, it would look very odd as soon as you change the direction of the light, in the end this is just a photo projeted in to a mesh, great idea, but useful for a real game.

  • But what if I want to combine parallax mapping for the things that "go inside" with simple normal mapping for the rest?

  • excellent tut. very clever

  • Amazing.. Thank you for sharing!

  • That black dude seems to have lost his sense of humour.

  • Really nice tutorial. Thanks for showing this method!

  • Very good idea. Thanks for sharing

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