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[Download] Photogrammetry: Père-Lachaise

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User avatar CollinBishop
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Re: [Download] Photogrammetry: Père-Lachaise

Postby CollinBishop » 17.08.2015, 01:12

In regards to the camera rotating you could do it as a trackview sequence and have the camera execute a continuous loop. Then using input drive the sequence play forward or backward. Making it far easier and portable.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby sparki » 17.08.2015, 02:22

Synce wrote:Hmm this will be too much work. I had just a bit of spare time. Sorry.

Thanks though, just thought it would be crazy to experience a full scene.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby darkmountaingames » 17.08.2015, 04:12

DGrim, It's the wave of the future. There WAS a time when we chatted about the evolution of the art.. :)
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Re: [Download] Photogrammetry: Père-Lachaise

Postby currve » 17.08.2015, 08:30

@Synce, thanks for the breakdown! I'll give it a try too, when I finde some time. I'm looking forward for new stuff from you.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby DGrimProductions » 17.08.2015, 11:10

darkmountaingames wrote:DGrim, It's the wave of the future. There WAS a time when we chatted about the evolution of the art.. :)


Right, but there are some restriction to this type of art. What if you decide to do a scifi game, you wouldnt be able to come close to real life as this does. Especially when people nowadays pick the "best looking" over "actually fun to play"
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Re: [Download] Photogrammetry: Père-Lachaise

Postby dailydols » 18.08.2015, 15:06

Great work, looks just perfect :)

I have an idea of how to change something about the "baked" texture appearance.
You could calculate an average texture (as you problably already have)
and a set of variances that are depending on the relative angle onto the scene.
And depending on the current view angle, you make a linear combination
of the textures. You would practically simulate a angle-dependent shading.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby afsoft__deleted » 24.08.2015, 01:32

wow , man , how did you do that ? ;)
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Re: [Download] Photogrammetry: Père-Lachaise

Postby darkmountaingames » 24.08.2015, 05:01

DGrimProductions wrote:
darkmountaingames wrote:DGrim, It's the wave of the future. There WAS a time when we chatted about the evolution of the art.. :)


Right, but there are some restriction to this type of art. What if you decide to do a scifi game, you wouldnt be able to come close to real life as this does. Especially when people nowadays pick the "best looking" over "actually fun to play"


Indeed. I plan on purchasing a quad-copter to shoot the higher parts of the trees/structures.. ;)

And without doubt, "Fun To Play" is paramount. After all, we are making games. While I see no absolute here, I see it more as a series of trends. For a time, CGI in feature films was huge. The bigger the explosions the better. Then, The audience quickly grew bored. Maybe that perfect balance between Story Telling, Good looks, And Fun Factor, Is the sweet spot.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby DGrimProductions » 24.08.2015, 14:43

Well,the expectations outgrow the possibilities quickly,thats why mp3 players,Dvd etc is concidered last Gen tech and is replaced by smartphones and Blueray.

The same goes with colorschemes,all movies nowadays use almost always colors that compliment eachother and its very noticable and pretty mich everything looks the same.

So what happends when games are made from realworld models and people expect to see that in every game from then on? We will run outta options pretty soon actually and as the real world is boring and Spacy themes will not have reallife arts in them,they wont stand out in the gfx scale at all,same goes for horror.

Yes we can create and sculpt whole movie sets to scan data from,but then this industry gets a punch in the nose at the bottom of the piramide. Wich are the indie devs,modders and people executing a hobby.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby neverfollow81 » 24.08.2015, 17:33

I totally agree with you DGrimm.

I do think that eventually, since no matter the theme of the game (spacy, realistic, horror), they will all look great, and things will boil down to the story. Even nowadays, games with perfect graphic score lower in reviews than games with 'not so perfect' graphics, but with a deeper story.

And I have to say, photogammetry will definitely save time on the creation of certain assets. But since you won't be able to create a whole game just with photogammetry, you need to strike a balance. I currently use it only for items that would take too long to sculpt/texture other wise (statues, rocks, cars), and that you can take photos of without any special equipment.
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Re: [Download] Photogrammetry: Père-Lachaise

Postby oscarbg81 » 05.09.2015, 19:00

Hi,
I downloaded it and added r_Driver = GL to system.cfg just to see it working in OpenGL..
crashes on Win 10 Geforce 970 latest drivers (355.84)..
it's your fault or Cryengine's fault?
can you fix it or point Crydev developers to fix it?
thanks..