What I
noticed the most during this week’s working with facial scanning using photographs
was the importance of having good quality photographs, and lots of them. I
could not get the program to construct the 3D model correctly, not even by
going in and correcting manually. Perhaps this was due to not having enough
photos of good enough quality, maybe it is because my lovely skin is too smooth
for the program to find good reference points, although that is not very likely.
The first
thing when doing a facial scan is to place markers on the face of the model
being photographed. This is because the program needs reference points to
calculate the angles and directions of the photographs, you need at least four
of these reference points for the program to be able to calculate.
Here you can see the four marked points |
I did hear
from one of my classmates that birthmarks worked very well as reference points,
I was not able to test this myself as I do not have any though. Other possible
landmarks to use are nostrils and corners of the eyes. I think that the most
important thing is to use reference points placed on areas that cannot be moved
very much by the muscles of the face since it can be very difficult to stay
completely still during a photography session.
Next thing
you do is to take pictures of your model from all angles, all around the head –
straight on, from beneath and above.
Examples of pictures from different angles |
When you
have your photos and made sure that they are of good quality (I deem it very
possible that one problem with my pictures was that some were a bit blurry) you
transfer them into a computer and then run them through the program that you
are going to use, we used Autodesk’s 123D Catch.
Manual stichting in 123D Catch |
You follow
the steps prompted by the program and it will hopefully process the images into
a 3D model, you might need to use the tools provided inside the program to
adjust things. I tried to manually stich and check and add reference points,
although it did help it did not work in the end and I had to use an example
head provided by our teacher.
Messed up scan in 123D Catch |
When the
model is done you can export it as a 3D file that your 3D software can import,
for instance .obj or .fbx, and then import it into the program – we used a
trial version of 3D Coat for this. Once it was loaded in 3D Coat I started to
draw on the typology, starting around the eyes as that is one of the most
important areas where it is very important to use continuous loops to create
good, believable animations, and then going on to the mouth which is very
similar.
Screenshot from 3D Coat showing typology around eye and mouth areas |
It would
have been a fun experience to have worked on my own face, I wish it
would have worked. I think it could also have been a good learning experience
when doing the typology since I am (obviously) very familiar with my own face,
which could have made it easier to understand where to draw the typology. I do
not think it was necessary though, but it would have been fun.
I think
Photogrammetry is truly amazing; the level of realism that this provides is astonishing.
I think that you might need to question the necessity of it though; do you want
to create that kind of realism just because you can? I think it may be risky as
it could take away the artistic expression if you are not careful. It is very
important to think through very thoroughly what kind of style you want to have
in your game, and WHY.
I
absolutely love realistic art and like to experiment on making it as realistic
as I possibly can, the feeling of every new drawing looking more like a
photograph than the last one. But during my time at the University I have come
to question the why, is it really important to make realistic things? As an old
art teacher once told me, is there need for it when the camera can do it
better?
If this is
something that can optimize the workflow when creating game art, which I felt
it could although it was very tedious and much work, it can be an absolutely
fantastic tool. I just think that we need to keep in mind the artistic
expression so that it is not lost in a chase of absolute realism.
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