Destinations

Destinations

Studio Room
12 条留言
shponglefan 2016 年 11 月 5 日 下午 7:58 
This was incredible, one of my favorite Destinations locations so far. As a fellow musician I love geeking out over other people's hardware. :)
technokrates  [作者] 2016 年 10 月 7 日 上午 10:16 
Hi Senilo! Exclusively for you: A new track, this time with loop markers. Thx for the hint! ;-)
Senilo 2016 年 10 月 6 日 下午 2:19 
Awesome, so much computers and knobs and stuff! But the music ended after a while, maybe it should repeat or did I just stay too long?
technokrates  [作者] 2016 年 9 月 3 日 上午 9:10 
Hello mkr67. I used a tripod to handle the longer exposen time.
mkr67 2016 年 8 月 26 日 上午 8:36 
The room looks very dark, not perfect for making good images. Did you used a flash/light or only used a longer exposure for every image?
technokrates  [作者] 2016 年 8 月 7 日 上午 5:46 
Note: I’m absolutely not a professional scene designer. :-) This is my first experimental photogrammetric modelling project and i have no idea if my workflow is really correct.
technokrates  [作者] 2016 年 8 月 7 日 上午 5:46 
4. After post editing, import your model back to RealityCapture (in the same project, as new model), and execute UV-mapping and texturing.

5. Bring your model back into blender and rework the textures. Pay attention, that your texture output format while editing is loss-free.

6. After post processing, save your model with jpg-textures and create your destination project according to the tutorial.
technokrates  [作者] 2016 年 8 月 7 日 上午 5:45 
The individual process steps are:

1. Take the pictures with a high quality camera (DSLR camera). Conditions: Best possible image quality (high sharpness and good exposure), different camera poses with adequate overlapping (important!).

2. Create a RealityCapture project and build your model, according to the tutorial instructions. Save your model AFTER simplification and save your RC-project. Coloring and texturing are not necessary, if you want to rework your mesh.

3. Import the model e.g. in Blender and rework your model. This is essential if you have large surfaces without structure (walls, tables), because the photogrammetric process need recurring structures in objects to calculate feature-points.
technokrates  [作者] 2016 年 8 月 7 日 上午 5:43 
Hello sdd01,

nice to hear, that someone other loves the Digi003. The A/D-converters and the concept is still one of the best for professional project- and concept studios.The studio room is completely optimized in all acoustic parameters (compensation of room modes, reverberation time, reflexion etc.)

Some info’s to my destination workshop: In principle, i have made my scene according to the instructions of the destination tutorial.

https://developer.valvesoftware.com/wiki/Destinations/Creating_a_Destination

However, because my first experiments were not really good, i have done some things differently.
sdd01 2016 年 8 月 3 日 下午 2:21 
Any chance you can document how your photogrammetry process, or at least links to information you used to learn the process. PS, nice to see another studio still using the 003 Factory. Your studio looks a lot like mine ;)
technokrates  [作者] 2016 年 8 月 3 日 上午 10:03 
Hi Red-Frog! Thank you for your comment!
Yes... the texture quality...
In my worklow -modeling in Blender, -remapping/texturing in RealityCapture, -postprocessing in Blender i have forgotten to change the texture output to an format without loss. Texture works with multible recompressing in jpg is never a good idea! :-D
RED-FROG 2016 年 8 月 2 日 下午 2:43 
Great!
Only the texture quality could be a little better. :spazwinky:
Definitely looking forward for your next projects.