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Reconstructing and Repairing Photogrammetry Using ZBrush

The goal of this assignment is prepping a photogrammetry model for texturing and 3D printing. The company (Staramba) is providing 2 original scans made with Agisoft‑Photoscan.

Reconstructing with ZBrush

The original models have irregularities and big gaps. I'm importing them as an OBJ into ZBrush and cleaning up the surfaces, reconstructing gaps and holes by hand.

Photogrammetry 1 Photogrammetry 2 Photogrammetry 3 Photogrammetry 1 Photogrammetry 2 Photogrammetry 3
Manual cleaning up process in ZBrush, Case 1.
Photogrammetry 4 Photogrammetry 5 Photogrammetry 6 Photogrammetry 7 Photogrammetry 4 Photogrammetry 5 Photogrammetry 6 Photogrammetry 7
Manual cleaning up process in ZBrush, Case 2.

Repairing textures

  • First, rebuilding the textures to identify what is relief detail and what is color
  • Later projecting detail into a Dynamesh tool
  • With an original surface to work with, blocking out the existing surface to get a hold of the proportions, filling in gaps, massaging the surface, and finally
  • Once blocked out and clean, retopologizing using ZRemesher and opening UVW with UV Master.
Retopology UVW Retopology UVW
Automatic retopology and UVW layout using ZRemesher and UVMaster in ZBrush.

With my UVW in place, I'm reconstructing the texture using Agisoft‑Photoscan and exporting images into Mari for retouching.

Re-projecting textures Clean textures from Mari Re-projecting textures Clean textures from Mari
Projecting original textures onto clean geometry using Agisoft‑Photoscan

Take a look at other manual and procedural modeling workflows, clicking on these cards:

Sculpting human body
Sculpting Human Body

Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.

Sculpting human head
Sculpting Human Head

Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.

Modeling mechanic character
Modeling Mechanic Char.

Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.

Modeling exterior environment
Modeling Exterior Env.

Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.

Modeling architectonic interior
Modeling Arch. Interior

Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.

Modeling level geometry
Modeling Level Geometry

Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.

Modeling prop asset for XReality
Modeling XReality Prop

Modeling prop glasses assets for an augmented reality app. 3D scanning, adding retopology with Quad Draw in Maya, and setting up with Python tool.

Modeling prop asset for video game
Modeling Prop

Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.

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