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The Gnomon Workshop - Creating Digital Doubles With Single-Camera Photogrammetry

Dl4ever Ebooks & Tutorials 08 Aug 2021, 11:13 0

The Gnomon Workshop - Creating Digital Doubles With Single-Camera Photogrammetry
mp4 | Video: 1920x1080, 923 Kbps , avc1 | Audio:AAC, 152 Kbps, 2 Ch
Genre: eLearning | Duration: (05:55:26) | Size:1.96 GB



Photogrammetry has become an integral part of the 3D industry, particularly when it comes to creating digital characters for film, TV, and games. In this 5.5-hour workshop, Adam Spring, an experienced senior 3D artist and facial modeler, provides an in-depth introduction to photogrammetry, with a focus on using single-camera head scanning. The topics included in this workshop cover the principles of photography, capture kits, and shooting patterns for capturing a head scan; as well as use cases, examples, and the limitations involved.


The Gnomon Workshop - Creating Digital Doubles With Single-Camera Photogrammetry
mp4 | Video: 1920x1080, 923 Kbps , avc1 | Audio:AAC, 152 Kbps, 2 Ch
Genre: eLearning | Duration: (05:55:26) | Size:1.96 GB



Photogrammetry has become an integral part of the 3D industry, particularly when it comes to creating digital characters for film, TV, and games. In this 5.5-hour workshop, Adam Spring, an experienced senior 3D artist and facial modeler, provides an in-depth introduction to photogrammetry, with a focus on using single-camera head scanning. The topics included in this workshop cover the principles of photography, capture kits, and shooting patterns for capturing a head scan; as well as use cases, examples, and the limitations involved.
Adam takes a guerrilla approach to capture 3D heads using single-camera head scanning. His complete process is shown before he pre-processes the resulting images in Lightroom. With this particular workflow, Agisoft Metashape is introduced to process the scan data, before the mesh cleanup work can begin in ZBrush. Adam then shares how he wraps his custom topology in ZBrush using Wrap, as well as how to remove any unwanted texture details using a combination of Photoshop and Mari. The final segment of the workshop explores how to optimize scan data to a point where it can be used for any solid character look development pipeline.

Screen Shot



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