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[SA] The Undiscovered Power of Photogrammetry


Mauritium
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Hi people!

 

 

Last year I started experimenting with 3D modelling, and I came across this technique called "Photogrammetry", I'm sure a lot of you already know what I'm talking about, for those who don't, it's a technique 3D artists use to make models using real life photos. It's the same technique EA used to make the new Battlefront games... So, my first thought was to implement it on San Andreas, an I succesfully did. I took like 50 photos of my dad's head from every angle and used a google software to make the model. The only problem was a little hole in the head, (That I hide under a beanie). I never upload nor showed the skin to anyone though. Today I had some free time so I decided to test some things, and I tried the same with a giant, highly polygonal rock, the results are quite good, take a look (Also, I'm using DirectX Shader):

 

 

 

 

You can see that it looks a lot more realistic than normal 3D models (The ped and the rock behind him), although only the head is made by te technique...

 

I also tried different shaders:

 

IjtzeNC.jpg

 

Some More Pictures (DirectX 2):

 

 

Quote

NARCT9u.jpg

4xUxwqr.jpg

oEHpabB.png

CvQPOmS.jpg

uuzdd22.png

Wj7BRDa.png

NemJypP.png

qLpe5i8.jpg

 

I think it looks pretty cool... The thing is, you can find thousands of photogrammetried models for free in Sketchfav, you just have to lower the polycount in order to make them work, but I think it can look realistic either way... What do you think? :D 

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RestractPrime

Looks interesting , thank's for the method 

3zYJZuP.jpg

xQ1bWEF.jpg

ZoHSlcl.jpg

 

Edited by 6Four9
fixing imgs
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4 hours ago, 6Four9 said:

Another Screenshots

v89bH2e.jpg

mRjtk58.jpg

b6g0mjd.jpg

 

 

Truly amazing work! Second one looks straight out of Battlefront :D

And speaking of Battlefront, I'v heard that the game counts with tons of photogrammetried resources packs that developers used to make the maps, I mean, they didn't scanned a whole place, but different rocks, trees, and boulders separately, to use on the game's level creator application... I imagine we could make amazing maps with those resources, if someone could rip them

Edited by Mauritium
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RestractPrime
20 hours ago, Mauritium said:

Truly amazing work! Second one looks straight out of Battlefront :D

And speaking of Battlefront, I'v heard that the game counts with tons of photogrammetried resources packs that developers used to make the maps, I mean, they didn't scanned a whole place, but different rocks, trees, and boulders separately, to use on the game's level creator application... I imagine we could make amazing maps with those resources, if someone could rip them

Well yeah, the problem is GTA SA actually can't handle high poly , either dff and collision it will crashes so many time .

example :

Jy58LOQ.jpg

i got many crashes to add this map to SA,luckly limit adjuster tell me what's make thing crashes either way i might can't fix the crash lol .

 

ignore the line mesh bug because of ENB.

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4 hours ago, 4Arty said:

beautiful, but useless

Not entirely useless: make 'm low poly and at least you got correct UV mapping, something even R* themselves weren't capable of 😶

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7 hours ago, 4Arty said:

beautiful, but useless

Not at all. Maya is capable of "Reducing" the polygon count, and it's quite useful. As far as I know, GTA can handle 37k polygons per model, the rock I uploaded has 18k, and it can go lower. The good thing is, it still looks freaking amazing, and it consumes very few resources (My PC is not that powerfull, yet it gave me no problems).

 

And even if you go lower, the models look amazing because the textures are made straight from pictures, even the sh*ttiest photogrammetry models look amazing...

 

So... I don't think its useless at all!

 

(Also, the skin is a low-poly photogrammetry too, the head model it's a scan of my father, and it works perfectly :D)

Edited by Mauritium
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  • 2 weeks later...
Vills SkyTerror

Very nice. Hope it gets more attention and usage. I wonder how terrain surfaces will look like with DirectX 2.0, compared to flat ugly textures which we see in original game.

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