by Ruslan Vasylev | Aug 21, 2017 | General |
Will glTF replace FBX? What's better than fbx? There is a big problem with FBX file format and Autodesk does not seem to want to address it. the issue from the 3d scanning side is the lack of Physically Based Rendering (PBR) support. FBX does not natively support PBR...
by Ruslan Vasylev | Aug 21, 2017 | General |
Real-time PBR skin shader with SSS for Unity3D UE4 Real-time PBR skin shader with SSS for Unity3D UE4 As offline rendering technology is finding new ways to optimize rendering effects of skin, real-time online rendering is fast catching up and capitalizing on those...
by Ruslan Vasylev | Aug 21, 2017 | General |
3D Scan Improvement in Maya How can 3dScans be further improved? As the work on 3d scans can never be finished without some minor or major manual tweaking, most of the time, 3dscans need to be taken to other 3d applications for further refinement and additional 3d...
by Ruslan Vasylev | Aug 21, 2017 | General |
Workflow in Agisoft PhotoScan BUY on TurboSquid! What is 3d Scanning? 3d scanning, the process that produces a 3d scan. This process gets generalized into a single word. But, behind that one word is a big list of stages one must go through in order to generate a 3d...
by Ruslan Vasylev | Apr 17, 2017 | Control Rig |
Shape Control Mechanisms Shape Control Mechanisms The shape control mechanisms that are most prevalent in 3D animation are blend shapes and morph targets. Morphing is a technique that combines multiple shapes into a single expression or what is called an absolute...
by Ruslan Vasylev | Apr 17, 2017 | Muscles |
Muscle Deformers Muscle Deformers The third type of skin deformers and the most computation expensive system of shape control is the Muscle System. This type of deformer brings the most realistic results, due to its ability to slide geometrical skin over underlying...
by Ruslan Vasylev | Apr 15, 2017 | Morphs |
Morph Deformers Morph Deformers The Morph Deformer or the Blend Shape is the ultimate one of skin deformers and is used where the total control over the shape of deformation is required. The Non-Rigid deformer will only get you half way to your desired shape by moving...
by Ruslan Vasylev | Apr 14, 2017 | Joints |
Joint Deformers Joint Deformers The most basic type of skin deformers is the Joint Deformer. It is usually based on deformations of Rigid or Non-Rigid type and is driven by bone or joint binds. By binding vertexes to certain joints we are able to move clusters of...
by Ruslan Vasylev | Apr 10, 2017 | Deformers |
Skin Deformers Skin Deformers 3D Applications have a few basic types of skin deformers which artists can utilise to drive skin deformations. Some of them are: Joints/Bones, Clusters, Sculpt Deformers and Blend Targets. The main of the ones listed above is Joints and...
by Ruslan Vasylev | Apr 9, 2017 | Geometry |
Skin Geometry Skin Geometry The person's skin geometry is derived from the 3d capture volume and in the 3D Scan Cleanup stage, most often, gets optimised. Initially, this is done by the photogrammetry software(Agisoft Photoscan) to reduce the polygon count in areas...