Texture covers up lower poly counts

Saw an interesting post on Reddit using Textures to provide apparent detail to a low-poly object. The original poster wanted a final file size of 5 MB to display products on a web page with lower bandwidth requirements.

I had a few minutes this afternoon to experiment with my POP 3 and Revo Scan V5.3.1 on my Windows laptop.

I scanned the same bowl of popcorn twice and used Simplify 5 times at 50% for one of them. Here are the results.

The Fused objects


The fully-textured objects, but without color


The results are reasonably close, but there is room for improvement (especially during the editing process).


The file size comparison (a 77% reduction).

A 5 MB file size would have been easier if I wasn’t scanning popcorn, but more iterations of Simplify seem warranted.

The correct method for doing this is to make a high quality textured model, open it in blender, decimate a copy and bake details as normal maps and textures back into the new low poly model.

better yet, remesh a copy with instant meshes to turn it to low poly quads

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So true, I posted about it under my POP2 thread …

And also made video about the whole process in Zbrush one year ago .

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The ‘correct’ method involves two different software packages, one of which needs dozens, if not hundreds, of hours to learn and an unknown amount of time on a high-end computer (because you paused while it did the work).

My method, on the other hand, is all-in-one with a mid-level business laptop (2.8 GHz hyperthreaded dual-core CPU, but no GPU) and took maybe 2 minutes to reduce the facet count and apply the texture.

Granted, the result in your video is much better than mine, but this was my first attempt (and the popcorn presented a more difficult object to scan than did your rock).

With some minor improvements, Revo Scan could provide very competent results all on its own, compensating for my admittedly second-tier skill at scanning with a whole lot less effort and time than is needed for your technique.

So you want the no work no effort approach… it is still baking high poly to low poly but…

Xnormals

  • make a high poly textured model with revoscan export the textured model.
  • decimate the model with revoscan at aroun 80 to 90 percent, generate and export low poly textured model
  • use xnormals and autobake high poly into the low poly

closest thing to one click bake approach

not the best result but better result than duke nukem like models

For commercial apps you can also look at knald
https://www.knaldtech.com/knald/

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Results for what Jeff ? It is not usable for anything , things like that was done in the late 90’s … where no graphic cards or computer could handle big model data and all details was baked into textures , very outdated stuff that should be forgotten already as it is good for nothing today, at least not in real 3D world .

You don’t need 100 of hours you can do the proper way in less than 15min and create something usable , plenty of free software are available and cost nothing .

Unless you want to invent a wheel again , go ahead .

@JeffLindstrom

Check this Miraco scan using only Revoscan and xNormals (calculations using just CPU)

I used revoscan to make a high poly model, exported it, decimated the model to 98 percent still on Revoscan, then used xNormals to bake the high detail model normals into the low poly model and used the maps to make a PBR material in sketchfab

More details and photos in my showcase post

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This is the the way … :clap: Beautiful
I wish everybody learn this simple steps and stops complaining about not having sharp specular in their textures … because that is the last thing you want or really need… if you want a picture perfect look , take a picture :joy: PBR is the way to go , that is where the magic happens…

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