This is a project I've worked on in University, a comparison between traditional modeling and photogrammetry. This is the first time using photogrammetry on a live model and using these techniques.
This is the outcome of this project, this was my first attempt at using photogrammetry to create a realistic character.
RealityCapture and Meshroom was used in this project; these are the results of me using photogrammetry for the first time.
Only the face will be made using photogrammetry, the rest will be sculpted using ZBrush.
In the meanwhile, I made the same model's face by just sculpting, to see the difference in quality in the end.
Made an eye in ZBrush.
Using HDRIs in the scene made the difference when trying to make the models look realistic.
Made a temple for the character model to be showcased (THE STATUES WERE DOWNLOADED FROM A DIGITAL LIBRARY FOR PHOTOGRAMMETRY MODELS)
Model in the scene, style inspired by ancient Greece and Egypt.
Sub Surface Scattering used in this project, first time implementing this.
This will be more technical look at how the model was made.
I only had one camera with me, the process of gathering photos took the whole day.
Having the model be as still as they can is very important as it can create artefacts in the render. Using a single camera for scanning a live model is not ideal but manageable.
The model's body required to be anatomically correct with the right proportions to convey realism.
Retopologising the model and dress
Made cell-shaded material to emphasis the folds in the cloth, the effect was minimally added just to make is look slightly better.
There was a export error with the textures from the photogrammetry model, unfortunately had to improvise and use the colour zone to make the skin texture.