Organic modeling from photos?
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@unknownuser said:
I would like to have drone for taking aerial photos
It's very easy with a kite!

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I have forgotten PhotoSculpt
(just 2 images ! 
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Kites (aka KAP) are nice if there's wind and you're not close to people/buildings/trees/power lines.
Balloons, blimps, RC helis etc are nice if there are no wind, people/buildings etc
Poles are nice if you want closeups from lower altitudes than possible with a kite, and works fine anywhere, regardless of wind, people/buildings etc.
Besides, it requires a lot less rigging/setup and is a lot cheaper
A sturdy telescopic 7m pole may cost you $100?BTW, PhotoSculpt seems to have a very limited use for modeling, as it can only use 2 photos, and only makes a textured 3D relief.
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@unknownuser said:
and only makes a textured 3D relief.
Yes but as it's a 3d file, just make the turn of your object

So maybe 12 photos and past the result
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@unknownuser said:
@unknownuser said:
and only makes a textured 3D relief.
Yes but as it's a 3d file, just make the turn of your object

So maybe 12 photos and past the result
Let's see an example?

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I never try

just tricky fun images
(from Chaoscope)But I believe that the autor (a French guy
should make a new version with this option 
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Well, they look pretty flat to me

I believe it doesn't really work with 3D coordinates, but more like 2 1/2D?
According to the info it makes a mesh with 1pixel = 1 face, and then adds depth info to that pixel. WHich means that a 6Mpx image will make a 6Mpoly mesh (or even 12 million triangles?)
Making 6 of those around the object (what about from above and below?) and trying to use SU to weld those 6x6 million faces (36 millions!) together won't be a fun job
It looks like it could work fine for making normal and bump maps though
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@unknownuser said:
No no, it's a real 3D file x,y,z, format export OBJ
Yes, but the x and z are probably in an evenly spaced grid, one per pixel, if there's one vertex (face) per pixel. Then you can't have more than one vertex per xz position (assuming y is the depth), and you will get no details at the top and bottom. That is just like a DEM, where you have a xy grid where each pixel/face will have an altitude z value, making it impossible to get overhangs etc, and with very little, and streaked, details on very steep walls/slopes.
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No no, it's a real 3D file x,y,z, format export OBJ
and you can increase, decrease decimate numbers of polys
as you want inside the prog before the export!

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You can obtain the details by some bump or displacement as you have
the new calculated texture !
Here I have decreased twice from the maximum

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