Hey guys,
While playing through the massive Ghost Recon Wildlands, I've also been playing around with photogrammetry lately and testing out a more "guerrilla" style way of doing photogrammetry. Basically, what I'm trying to test out is how far I can take photogrammetry of certain things (statues in this case) in sub-optimal conditions. I'll go through each point in a bit more detail, as this is something I've been thinking about trying out for a while now.
1. Why sculptures?
Multiple reasons, but the most important are these:
- They take a lot of time to make and are difficult to get right, even for character artists
- In production, they take up very little space visually, but can add a lot, depending on how they're used. Unfortunately, they also take a long time to create and that time usually comes out of the character art team, which is not the best use of their time
- They can be used in multiple scenarios, but because of their high production cost, they rarely are. These are just a few examples of their use:
Some of the above examples would be prohibitively expensive to create during production, which is a shame, since they add so much to the quality of an environment or a prop.
2. Challenges
Normally, good photogrammetry requires good equipment and good weather conditions (overcast), which is not always possible, especially since a lot of these sculptures are inside museums, where the lighting conditions can vary quite a bit. Because of this, I've decided to simply go the other extreme and work my way up from there if needed. Basically, all I'm going to use is my phone and take the pictures inside a museum and see if the result is usable.
One thing to note though, I am only interested in the 3D geometry, not the base color. That offers me the most flexibility when it comes to how I use these complex sculptures. They can be made out of marble, bronze, damaged or anything else you can think of to add even more variation. The Hi Poly needs to be the same as something a character artist would produce. For this purpose, I set my target quality to the gorgeous sculptures done by Elliot Mallon for Assassin's Creed Unity:
3. Scanning
The statue that I want to capture is here in Stockholm in the National Museum. You can see the lighting in the pictures below. As you can tell, it is definitely less than optimal for photogrammetry - a lot of hard shadows, different colored lights and a lot of the areas are overexposed to light while others are almost not lit at all.

4. Results
Ok, having gotten everything out of the way, this is the result I got after about 280 pictures with an iPhone 5 SE (definitely not the best camera):
As you can see, the capture is not usable at all straight after processing. The scan overall is extremely noisy. The cloth, hair and base turned out alright, but the face, legs and arms are all extremely poor quality, noisy and there's even some holes in the mesh.
However, these are the results after about a day's worth of retouching the mesh in ZBrush:
This is still WIP, as I still need to do the hair, base and refine it overall, but the results are very encouraging. The retouched Hi Poly is definitely usable for baking and all the details from the real life counterpart are still there. Better still, all of this took about a day's worth of work, which is definitely usable for production.
Next steps are to finish the retouching and do a test bake to see how it all works out.
Have a great weekend and let me know what you think in the comments!