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3D SCAN STUDIO iris - Workflow after 3D scanning - Part 1

Frequently Asked Questions about 3D SCAN STUDIO iris are compiled on the following web page:

Below is an outline of the general workflow after 3D scanning



What kind of 3D data do we get after the scan capture?


step1 'RAW MESH'

We convert the captured jpegs into 3D data, perform basic noise removal and smoothing, and deliver it with your desired polygon count. The resulting data will be about 50 million polygons.
While iris's full-body 3D scanner is quite high-resolution, 'noise' or 'burrs' may occur depending on hairstyle and clothing material. If you can modify the 3D data yourself, we recommend the [Step 1] scan RAW mesh delivery.
For MAYA, we adjust and deliver 1 to 3 million polygons, and for Zbrush, 10 to 20 million polygons. Texture size is usually 8K, with a 16K option available. Unless specified otherwise, we'll deliver 8K size textures (TIFF). If you can work with 3D yourself, we recommend the scan RAW mesh delivery.

We deliver meshes in obj format (recommended) or FBX format, and textures in TIFF format.
*Textures after color calibration are delivered in OpenEXR format.
For information about ACES calibration, please check the following article:

RAW MESH
Standard delivery includes 8K textures
'RAW MESH' of a hiking boot.
Depending on the surface material, the 'straight out of camera' state can be surprisingly high-resolution.
we can also handle scanning the underside of objects.

For MAYA, we adjust and deliver 1 to 3 million polygons, and for Zbrush, 10 to 20 million polygons.
Texture size is usually 8K, with a 16K option available.
Unless specified otherwise, we'll deliver 8K size textures (TIFF). If you can work with 3D yourself, we recommend the scan RAW mesh delivery.

We deliver meshes in obj format (recommended) or FBX format, and textures in TIFF format.
*Textures after color calibration are delivered in OpenEXR format.

[Basic Delivery RAW MESH Data Specifications]
・obj + diffuseMap 8K (tiff)

[UV MAP]
・Random UV state

[Additional Options]
・DiffuseMap 16k
・ACES (AP1) OpenEXR calibrated Diffuse map (8k or 16k)
・ACES (AP1) OpenEXR calibrated captured materials (converted from RAW)

The UVMAP of the 'RAW MESH' is in a random state.

step2 Mesh Cleanup Work

We deliver the 'Scan RAW MESH' after correcting excess noise and irregularities using Zbrush. Delivery is possible in obj format, FBX format, or Ztl format.

'RAW MESH' 
Cleaned-up model

We project high-quality textures onto the cleaned-up 3D model again. This reduces 'noise' and 'burrs', resulting in cleaner textures compared to the RAW MESH.
In the case of human bodies, fine noise occurs due to 'hair' such as body hair.
*For extremely smooth 3D scans, we may request 'shaving' of body hair and peach fuzz.

The extent of cleanup required is discussed on a case-by-case basis. *The UVMAP remains as random UV.

[Deliverable Data]
obj, TIFF (8k/16k Diffuse MAP / Normal Map)
*ACES (AP1) OpenEXR calibrated Diffuse map also available"

step3 Retopologized Mesh

As the RAW mesh state of 50 million polygons cannot be handled by typical 3D applications, we convert it to a UV-unwrapped model of 20,000 to 200,000 polygons while maintaining the shape.

The UV unwrapping can be done simply to suit the intended use, or we can discuss specifications such as UDIM / separation by object, etc.

We will project high-quality textures again onto the UV-unwrapped, retopologized 3D model. This improves UV efficiency and results in the highest quality textures.
*Please consult with us before the work begins regarding the direction for retopology and UV mapping.

LEFT : 'RAW MESH'
RIGHT : Cleaned-up model
At this stage, we separate the 'eyeballs' if they need to be animated. For 'replacing with CG hair', we temporarily create a skinhead state.
The UVMAP of the 'RAW MESH'. The UVs are scattered.
We create a UVMAP simultaneously with the retopology work. This makes it easier to retouch in software like Photoshop. As the UV efficiency improves, the texture quality becomes significantly better when re-projected.


We can generate high-resolution textures up to 16K (16384 pixels).
As an option, we can also produce calibrated OpenEXR data (sRGB/AP1/AP0) for ACES workflow.

step4 Base mesh replacement (Wrap)

If you already have a 'UV-unwrapped base mesh for animation', it's possible to replace that mesh with our 3D scan data. We can also create a generic base mesh and wrap it for you.

step5 Material Setting

We create the following textures to reproduce detailed features on the retopologized model:

Diffuse Map (compatible with sRGB/ACES AP0, ACES AP1) Albedo Map (compatible with sRGB/ACES AP0, ACES AP1) Normal Map Displacement Map Ambient Occlusion (AO) Map

The necessary maps depend on the intended use, so please consult with us in advance.

Our studio's lighting system employs a polarization method to reduce reflected light.
Even without processing, the Diffuse Map is close to an Albedo Map with low specular components. We've received positive feedback that this makes the delight processing of Diffuse Maps easier when using PBR.

*Note: It's also possible to adjust the polarization to moderately weaken it.

Cross polarization significantly reduces specular reflections.
This helps avoid the problem of double specular highlights occurring in both real-world and CG spaces.

step6 Delivery Data Format

We can provide files in obj, fbx, and stl formats. For maya and FBX formats, please specify the version you need. Delivery in Zbrush (ZTL) format is also possible.

Texture resolution can range from 1024 to 16384 pixels, exportable in 1uv/UDIM. We recommend the TIFF format.

Please consult with us regarding Map calibration, linearization, and color space conversion to ACEScg, etc. In addition to ACES (AP0/AP1), we can also deliver textures in OPEN EXR format calibrated to 'sRGB linear gamma'.

We use professional daylight strobes, maintaining excellent color balance even without calibration.

written by kuboe


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