
BenjvC
My company, Photo2Topo, develops interactive content for immersive 3D visualizations as used in education, entertainment, and industry. Learn more at www.photo2topo.com.
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Recent activity by BenjvC Sort by recent activity-
Thanks, Vladlen, that all makes perfect sense. I'll start paying attention to the reprojection error after triangulation to compare against various shooting conditions in better training my ey...
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Hello Vladlen,Thanks for lifting a thorn! I couldn't get squat to work, even on smaller batches that worked before, how obvious now. I had actually upped the max features to 80,000 to overcome...
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Hello Götz,Quite revealing running Reconstruction in Preview, check out the spread of polys, quite heavy on the back cushion compared to teh seat cushion. Also, note the carved holes are large...
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Wishgranter,Many thanks. That makes good sense, and what a relief. I wasn't worried about the caver anyway, just thought I'd let him hang out and see what happens. As it turns out, I'll now pl...
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Götz,167 images on the chair. I'm not sure what you mean with "a preview shot of the selection". There's something else here which I'm told by someone much farther down the road in UE4 needs t...
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Hello Götz,I lied, RC mesh isn't 500,000 tris, it's 1 M, but that wouldn't explain the lack of much difference in the outcome. Of course, I've not pushed this downward to a really light asset...
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My understanding is that RC uses adaptive subsampling during Simplify, as does ZBrush with Decimation Master, as well as with ZRemesher when retopologizing to transfer detail hi to lo. My work...
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This issue resolved last week, thought I'd share what sense I've made of it. The UDIM 0-1 leaving RC on export was preserved through Remake's export after cleaning, focused on ZBrush and found...
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Update, have since looked further into the UDIM layout, found the UV Editor in Maya to show me what's up. I now see that the UVs in the exported FBX from RC live in UDIM 0-1, as seen here: Go...
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The second best workflow is to export it to Zbrush (ZB), clean, retopology, create custom UVs, export it from ZB and import it back to RC for retexturing. I've worked this idea through in ZB t...