28K Seamless maps from scanned data

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.

Yes, it will be available for purchase in the future at https://friendlyshade.com/

I hope I answered all your questions :smiley:

Seb.

Shape from shade , and shape from motion are two ways
also stereo pairs and multi image stereo imaging are also ways

i use a lot of shape from shade but also use Stereo pipeline - from JPL/AMS /NASA

as above the lighter areas are NOT always taller

that is one of my pet peeves
people using a black and white copy of a SHADED image AS!! a height map

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?

“Did you scan patches of the ground and stitch them together” - Yes, that’s the answer (zigzag pattern). About 150 photos.

How did you go about creating the specular map? Polarizing filter or did it just get made up by the software?

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?

Hehehe, great work.
Hint: a drone, a planned path :wink:

LOL… I thought you found someone giving away 28,0000 seamless textures somewhere. I got all excited.

Nice material regardless. :wink:

Hey Lazy, it was made with software, no polirizing filter unfortunately, but I plan on getting one

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 :smiley:

Cheers,
Seb!

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 :smiley: !

LOL XD No worries

Thank you man, Yeah… I’ve always wanted a drone

That looks really cool mate! So you didn’t use displacement but the original mesh?

Yes, original mesh (decimated, straightened, minor sculpting, etc…) and a lot of patience too.

Wow, that texture at the top is awesome. Are you using CrazyBump or any scanning software (Agisoft) or just photos? Tutorial please :slight_smile:

Thank you operator… I’m using a combination of Agisoft Photoscan, Pixplant and Blender