I export the scan result to either obj or fbx with and without normals but the details are missing in the mesh like the hair curls and stripes, lines on the shirt, carving on the vases, etc. Checking the high poly in Maya confirms the mesh holds no details so I can't generate normal maps.
The resulting high poly from RC is of no use to generate a normal map to capture the markings/grunge/hair curls/shirt strips onto a low poly mesh. How can I get the details engraved on the high res mesh?
Text from Unity's photogrammetry workflow i've used before with RC https://drive.google.com/open?id=1-h7ADV2kKf_UvtrePJb-MfeBNMZ0QTPr
What am I missing, new workflow? I thought the details would be built into the mesh exported from RC and result of the capture but the exported mesh has no such details. The texture generated by RC is albedo right? so I can't expect mesh details there. I can see these details on the mesh in RC.
I can see the result of applying only the resulting RC albedo map, but in rendering in Unity or probably other game engines do not render these the same without a normal map that offers more control (the carvings here are light), I can't make a cavity map or AO either, I can't create a shader with the normal map for VFX.
Unity render of RC resulting albedo only map:
Any tips what I'm missing much appreciated please!
Thanks a bunch for your help!
RC 4K render:
This is the mesh before texturing:
RC export settings - i tried different combinations - obj and fbx, true for vertex normals, export 1 texture, export by parts and single, Embedded textures=true:
RC capture as shown in Maya - no detail:
Substance normal rendered on low poly with RC albedo map applied. I get the same normal result with Xnormal, Substance or Maya generated normal map (expected with the rugged mesh exported by RC):
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