The puppet captured well so the cleanup was very routine. The method that I prefer to use is to do minimal cleanup in Reality Capture itself. The tool is a little difficult to use for that purpose. I trim out as much as I can, but I do a lot of the larger cleanup in Zbrush.

I have an almost procedural process I use in Zbrush to create low poly versions. I won’t go into detail in this blog. I have a whole other website where I’ve documented my photogrammetry cleanup process. Each low poly is exported out of Zbrush and put into a Maya scene for final mesh cleanup and unwrapping.

I use Substance Painter for my material creation. This is where the vertex color on the high poly comes back. When you do a high to low poly bake in Substance Painter, you can use the ID map bake set to vertex color to bake out the base color map from the high poly to use on the low poly. For this particular puppet I have two different materials – one for her skirt and one for the rest. The reason is because I’ll need to make the skirt a two sided material in Unity when she eventually gets put in the engine.
She’s ready to be rigged for animation!






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