Hi Zeke, The implemented method for 3d scanning was photogrammetry. I used my DSLR and tripod. Software used for photogrammetry : Agisoft Photoscan… Blender for baking textures.
Right, you mentioned that you used a tripod, but what was your process? Did you scan patches of the ground and stitch them together, or the entire street as one object? Did you shoot in a zigzag pattern or around the border of the road, or something else? How many photos were required to attain such detail?
Looks very detailed, good job. I wonder if there can be an efficient method to fix the texture stretching on the vertical sides.
Few questions, if can answer:
The final product of your work is a square/ rectangular texture or a mesh with several UV “pieces”?
How you made the whole texture seamless?
You baked diffuse + displacement(16bit?) then cloned both textures at same time to fix seams, later on extracted normalmap from displacement?
Hi mik, sorry the late reply… There’s no nay because this is not an actual 3d model, it’s rather a texture set/material that can be applied to any kind of surface that been said, when I apply the displacement modifier, there’s no way on fixing those vertical sides because it was just a plane mesh.
You can see the final textures in the above posts, they are rectangular and it’s just one UV piece which is the magic of this… You can unwrap it onto any object easily.
I made the whole texture seamless manually in photoshop, it took me about 2 hours for the Diffuse, and Displacement maps. I did the same process for both at the same time.
Normal and specular were stracted from the already seamless diffuse map.
I hope I answered all you queries, let me know if there’s anything else
Yes, all clear now for me, thank you!
Asked the method becouse time ago i tried too to do tileable scanned things ( as blendswap link) by merging vertex by vertex; your method with displacement map is by far much more efficient !