PhotoSculpt
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tasty, that ivy is particularly impressive.
I wonder how heavy the models are
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You can set your LOD (level of detail)
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@unknownuser said:
I wonder how heavy the models are
See my previous post (time and nombers of Polygons
It's made more for Zbrush users so polys can be very heavy -
Translation done, sorry for the rustic result I am not good in this sort of thing!
I prefer the other way
And maybe that the author himself will go here in a few time -
I wonder how much it will cost. (Pilou? have you got any back-door info? )
I could really use such a software at modelling all our (most of the times rather ruinous) archaeological finds. Making a reconstruction, with straight walls and such, as it "should have looked" would not be a problem but investing time and money into documenting ruins in 3D is generally not economical.
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Amazing!
@unknownuser said:
I wonder how heavy the models are
Well I suspect a workflow similar to Zbrush. With lower-mesh to higher-mesh normalmap extraction.
And then using normalmap(or displ.) + textures on a basemesh with realtively low polygoncount.Otherwise its quite useless.
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@unknownuser said:
@Gaieus
Price is in study : you can yourself say how many you can put for this prog?Me as unemployed almost for a year now? (just joking )
(Anyway, I have signed up for that 50% discount at launch - we'll see how much it is as well as how much I have )
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@Gaieus
Price is in study : you can yourself say how many you can put for this prog?
(we are waiting here as soon as possible Mr Hippolyte aka Hipe-O[flash=550,340:3ce59mfh]http://www.youtube.com/v/j3_U_nP1vsE&hl[/flash:3ce59mfh]
[flash=550,340:3ce59mfh]http://www.youtube.com/v/rzvN3qOeDPw&hl[/flash:3ce59mfh]
[flash=550,340:3ce59mfh]http://www.youtube.com/v/7AesYAnkhcQ&hl[/flash:3ce59mfh] -
So wait and see
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Yeah, Hyppolite has just responded.
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Pete,
I am surprised at you You must be slowing up in your old age I mentioned PhotoSculpt last week here, http://forums.sketchucation.com/viewtopic.php?f=80&t=25509
Anyway I think hippo will be along shortly to answer the questions raised.
Mike
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Mike, I'm sorry I missed that.
I must have assumed it was a Mac app, you are a notorious Mac fanboy after all.
Does this work on Mac by the way?
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Hehe...
Maybe I should merge the two topics and move the whole thing here?
Yes, Mike, that little subforum is kind of hidden from the sight. What do you think?
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@unknownuser said:
Does this work on Mac by the way?
I am affraid that will be only for PC (wait the visite of Hipe-O
But for mac exist some method (dual exploitation system, Virtual PC etc... -
Hi Guys,
my name is Hippolyte from http://www.photosculpt.net
I'm new to your forums and many thanks to Pilou and Mike for the multiple invitations.
I've used sketchup a lot last year. I'm a total fan of this application.
I'm a design engineer, I know also most mechanical CAD packages (Catia 4&5, proe, ug, ideas, etc) and Sketchup blasted me as it was so userfriendly in comparison. I never thought this would be possible to design something that cool. Good job devs!To your questions :
Mac version: I'm sorry that's not possible now. I'm working full steam on the PC version. If this version work, they maybe I'll work on the mac version.Price question: I'm doing a market study, that's really too soon to reply. Let's say I want the price to be 'normal'. Gaieus is right, what is 'normal' in every user's mind? That's a mystery now.
low/hi polygon extraction is a feature of PhotoSculpt.
Pressing the < > buttons on the PhotoSculpt interface divides or multiply model size by 2. You get immediate feedback on screen.
Additionaly a friend of mine have requested the 'save multiple' option. So you can now save whatever multiple polysizes with whatever maps in one go.Archaeological use: That's a very good question, I have contacted people that work in this domain, I really think as you do Gaieus that my software can help them documenting findings in 3D. Some of them actually do that already. Some are using high end lasers, other use cameras and beamers to project bars, but they usually all describe something really cumbersome and expensive.
On my side I have made some experiments on the site of Plagne, France, close to Geneva, where they recently spotted dinosaur foot steps. I got wonderfull results in no time as I shot the entire site in 12 minutes (about 50 shots). I can share that.to Jolran: you seem to have a lot of expectations about PhotoSculpt. You or anyone else please don't hesitate to send me your wish list, I may not be able to do everything, but just keep asking, that's really the only way I can make the soft improve.
Any other question? Please do not hesitate!
Now my questions about sketchup pro, can someone help me?
- What is the practical polycount limit of sketchup pro when importing obj files (or stl files)?
- Can you use normal maps with sketchup pro? Can you do with another renderer?
- can you use displacement maps to push geometry with sketchup pro?
Thanks everyone! Thanks for your invitation!
Hippolyte from http://www.PhotoSculpt.net
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1 I am affraid to say that I believe that
SU PRO import only 3ds (so 65 535 polys max by objects) , dwg, dxf, Collada (Dae), KMZ, formats
So maybe a converter must be used
and for the other I believe for the moment that is
2 No Yes
3 No
with the current version : maybe a day some plugs can makes that -
A prog by a French guy
These are not on the site@unknownuser said:
Yes you can import objects PhotoSculpt in zbrush. It's even done: via the import obj file 3d textured.
In fact for nothing to hide I even designed the app for you specifically to your attention (zbruh users) because there is that you almost that manipulate objects 5 million quads without wincing.
It seemed like a tool PhotoSculpt would meet your expectations- Yes the 3D models are highly detailed.
- Yes it is easy to use. I described the operation:
First I place the left and right images in the interface and click the button 'sculpt'.
The 3D object first appears on screen in lowpoly in 1 s. Then very quickly the density increases gradually as the program works. Everything is interactive in real time. You can zoom, rotate around the object, change of subdivision, etc. crop.
In 40 seconds, the object is 0.5 million triangles.
In 2 minutes he made 5 million
in 4 minutes it is the maximum that my camera can provide around 24 million. What is entirely unreasonable for ZBrush, (the files are 1 gb etc..) So when I'm there I simplyfied and the quality is fantastic.
@unknownuser said:
Me, for comfort, I often interrupting the process of around one minute, the quality is already really good
Option 360 is required and I also like you I am requesting. But after study proves that it is very difficult. Everyone breaks the teeth above. Those who tried told me, it's just horrible, totally unusable, unimaginable even to talk to you sad!
So I chose to focus on the other option "Only 2 photos. With the final package of benefits:
- It is much more precise
- It is much faster
- It is much more reliable, the reconstruction is automated by the algorithm without human intervention
- There are already plenty of objects and scenery around us can be content with 2 photos
- It's easier for the photographer, the time saved is considerable.
- Ideal for making textures, UV map are rectangular always clean.
20 ยฐ: no no not at all a minimum. In fact it works quite well between 10 and 30 ยฐ.
Optimum: What is surprising is that the optimum varies with the subject. I recommend a slight angle when the subject is difficult or very complex like a tree depth.
Hype-O -
Hi Hipe-0 and welcome (finally)
I would have a question about keyboard strokes you mention. You obviously know that non-English keyboards tend to vary from country to country. On my (Hungarian) keyboard layout for instance, I have to use the Alt+Ctrl (or AltGr on the right) plus some other letter keyboard combination in order to get the < and > symbols. Would this affect the use of the software? (Currently I am unable to use some of the features of SketchUp because of this).
As for polycount in SU - it can depend on a lot of things. A whole archaeological site could obviously not be presented this way but there are workarounds like TIG's matrix proximity or Fredo's GhostComp plugins to display more complex geometry when it's near and simpler versions when they are in the distance.
Photo-realistic rendering with bump and displacement maps are generally done in external apps (or apps that - though plugins - work in SU itself). These are not "interactive" however although LightUp for instance "bakes" such info into the SU model and the you can walk around or export to other applications - so there are endless possibilities.
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I agree with you about keyboards Gaieus, I have a french one and it's a mess sometimes. Concerning the < and > I meant the buttons on the interface, not the equivalent key on your keyboard.
I've just updated my web site with many more information about PhotoSculpt Textures plus about 70 images and free seamless textures.
Go to:
http://www.photosculpt.net and click menu/photosculpt textures/galleryLet's discuss?
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@unknownuser said:
Well I suspect a workflow similar to Zbrush. With lower-mesh to higher-mesh normalmap extraction.
And then using normalmap(or displ.) + textures on a basemesh with realtively low polygoncount.Otherwise its quite useless
Im sorry. I must make it clear that I ment it would be hard to use for SU users with big polygoncountmeshes.
SU is 32 bit as well.How are UVs made? Polypaint and then UNWRAP?
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