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Photogrammetry Groot

This adaptive project involved shooting hundreds of photos, loading them into Meshroom, generating a particle cloud, exporting the resulting OBJ, retopologizing with the quad draw tool, loading scanned textures, building a rig, weight painting, and connecting controls.

A major challenge was getting a clean scan. I went through multiple rounds of photos and spent hours processing different versions. Ultimately, I made the pot from scratch (the shiny material in the real life object was disrupting the scan) and grabbed the best part of multiple scans to meld into one.

In this project, I learned the importance of good topology for creating a rig. I also understand the benefits and limitations of photogrammetry.

Rendered photogrammetry scan of Funko Pop figure Groot.

Rendered photogrammetry scan of Funko Pop figure Groot.

Posed, retopologized Groot with scanned textures and skeleton.

Posed, retopologized Groot with scanned textures and skeleton.

Neutral pose of character with skeleton and controls.

Neutral pose of character with skeleton and controls.

Side by side comparison of the model before and after retopology.

Side by side comparison of the model before and after retopology.

Groot polycount after retopology.

Groot polycount after retopology.

Raw model with initial polycount.

Raw model with initial polycount.

Original scan of Groot before clean-up.

Original scan of Groot before clean-up.

Initial run of Meshroom creating a particle cloud. This scan initially failed due to poor lighting, so new images were needed.

Initial run of Meshroom creating a particle cloud. This scan initially failed due to poor lighting, so new images were needed.