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3D Scan and Retopology for Production

The Gnomon Workshop - 3D Scan and Retopology for Production3D Scan and Retopology


3D Scan and Retopology for Production : In this workshop, Designer Ara Kermanikian shares his Photogrammetry workflow as he goes through the step-by-step process of taking scan data into CG applications to generate production ready character assets for use in film, TV, VR, videogame or VFX projects. The workshop focuses on efficient workflows starting with loading and processing the photogrammetry images into Reality Capture to generate and export the 3D model and texture. The 3D character scan is then imported into ZBrush, Maya and Wrap3 for effective treatment, simplification, cleanup, texturing, and retopology. The lectures cover the efficient use of intermediate and advanced modeling and retopology capabilities in ZBrush such as ZModeler, Dynamesh, ZRemesher, and mesh projection. Topology requirements and methodology are covered using Quad Draw and the Modeling toolkit in Maya to manually generate animation ready topology on top of the scan data. Finally, Wrap3 is used to automatically wrap animation ready topology onto the 3D scan character. For those looking to integrate photogrammetry into their pipelines, this title offers an in-depth look at how various tools complement each other to produce efficient and production ready results for both static and animatable meshes.


  • Introduction
  • The Scan Truck Scanning Process
  • Reality Capture Part 01 – Overview and Reality Capture UI
  • Reality Capture Part 02 – Importing the Photos and Generating a 3D Model
  • Reality Capture Part 03 – Colorizing and Texturing
  • Reality Capture Part 04 – Troubleshooting in Reality Capture
  • ZBrush Part 01 -The Three Scenarios
  • ZBrush Part 02 – Custom Zbrush UI and Importing the Scan Data
  • ZBrush Part 03 – Examination, Clean Up, Dynameshing and ZRemeshing
  • ZBrush Part 04 – Sculptural Cleanup Techniques
  • ZBrush Part 05 – Form Cleanup and Final Mode for Scenarios 1 and 2
  • ZBrush Part 06 – Scenario 3 Aligning the Body and Face
  • ZBrush Part 07 – Texture Projection and Cleanup
  • ZBrush Part 08 – Projecting the 3D Scan Data
  • ZBrush Part 09 – Zsphere Retopology
  • Maya Part 01 – Retopologizing the Face with Maya
  • Maya Part 02 – Retopologizing the Body in Maya – Junctions
  • Maya Part 03 – Retopologizing the Body in Maya – Main Body
  • Maya Part 03 – Retopologizing the Fingers and Hands in Maya
  • Maya Part 04 – Attaching the Hands and Retopologizing the Pants and Top
  • Maya Part 05 – Retopologizing the Boots and Attaching the Head
  • Wrap 3
  • Conclusion



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