This is a brontosaurus spine found in the San Rafael Swell’s Morrison Formation by my brother and I. Nearby, my brother found a giant hip bone with alosaurus gnaw marks! The bone here is radioactive and very agatized and gem-like. Those colors are real! While hiking the desert with my pack goats, like to record discoveries like this using Photogrammetry, and leave the bones untouched.
This is an entry in the Zephyr 3D Flow World Cup 2020 contest. I decided that I’d enter a scan to show how good they can look even when heavily optimized, like a model you’d use in a game engine. I’ve used zephyr to decimate it from over 4 million down to under 40K triangles, then bake the detail back via a normal map. The low poly mesh you see here was UV unwrapped using 3dCoat to ensure high texture density. The bones have a slight gloss to them, so I inverted a grayscale version of the color texture and used it to add the shine. It took about a day, start to finish, mostly working on cutting the UV seams.
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7 comments
@Daniel.Schiavo Yeah I switched it to free download just now.
can i actuaclly download it ?
@gallopingold Cool ! A lot of work has been done.
@bvchepovoy Roughness is just the color channel inverted and de-contrasted. The bones are brightened a bit. Both rough and spec are the same map cut to half resolution, and one is presented by sketchfab inverted because you can select between rough or gloss mapping as an option. If Sketchfab had a node-based shader I could have just used the color map + grayscale node + levels node to do most of it. I only included roughness to highlight the bones a bit. Most people dont know which rocks are bone fragments otherwise.
Lighting was almost perfect that day, so yeah the base color is very good. I can de-light it to be better but they dont allow it for this contest. The big rock is pretty bad on the underside still, since I couldn't bounce anything under that. I did a post effect to boost saturation just a bit to match what my eyes saw. The overcast morning sky tended to give everything a little bit of a blue cast. Here's a shot of the scan with full resolution and polycount: imgur.com/sExUAzS
@gallopingold
Impressive! I realized that shadows are created by the Sketchfab engine, and not by the texture, so I was surprised at the purity of the base color. How did you manage to make Roughness and Specular maps? Is there a guide on the Internet? Otherwise, I was planning to draw these maps for my scans "by hand", in a Substance Painter.
@bvchepovoy
Here's how it was made: 184 photos (Nikon B700) taken on a day with perfectly overcast lighting. I use a white canvas tarp to bounce light into the dark places sometimes. I try to make my photo-pattern cover a top-down pass, and then sweeps in all 4 of the compass directions at a 45 degree angle to get the sides of things. Some places get extra photos up close, since closer photos make for more detail in the important places. I use Zephyr Lite to build the mesh. 4 million triangles for the 'medium' quality mesh that I then decimated to 40K triangles. Frankly the original scan is insanely detailed. This one is 'game engine' ready, with smaller textures and a low poly count. What I like most about this scan is the total lack of missing triangles or bad smearing. The photos did a good job of covering it all, and zephyr did a good job of guessing where to ignore stuff that was outside the zone. The shadows are mostly from the sketchfab render engine rather than baked into the texture.
Wow, incredible quality! What scanner did you use to get this model?