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3d scan retopology workflow for blendshapes?


Netvudu

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Hi there.

I´ve been researching a bit on 3d scanning/photogrammetry lately, and was wondering about the following issue:

Supposing I scan several different expressions for an actor, it´s clear to me how to retopologize one head to make a useable default mesh with displacements...now, how would one go about using other expressions?

Blendshapes need same number of points, so I´m not quite clear about it.

I´m not sure how could I create different displacement maps consdering the base mesh for each expression would be different.

Any ideas on how this is done on production currently?

Edited by Netvudu
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Not sure how this is done in production, but I can see a method where you take certain feature origin points from the expression model and seek target points on the model near those feature points and push them towards the origin points.

But I would rather get a talented sculpter and let him sculpt the expressions on the cleaned scanned model and use that for your blendshapes.

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ok, but that would leave out all the secondary data from 4D scanning, this is, other scanned expressions which would be part of the benefit from the whole scanning thing.

There must be a way, and somewhere, someone knows about it ^_^

Edited by Netvudu
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I have been involved in quite a few projects using this technique and we did rely on the scanning company to give us a mesh per shape that was topologically identical and clean.

They have a set of tools to manipulate the datasets and generate the textures, normal maps and what not so didn't need to do much other than rig it.

I used in a few occasions with a (long time ago now) dutch company called Eyetronics and then in London I believe Artem also did provide that service, may be also Centroid 3D which do scanning.

Also have a look at a company called Infinite realities, they do some very interesting stuff.

hope it helps.

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