The software we used to create our photogrammetry model of Prospect Point is called RealityCapture. They already have many videos and tutorials for their software so below are a couple of tips and tricks we learned while using this software.
If you click the Texture button in RealityCapture, it will unwrap it then texture in one go. If you unwrap then texture, you can see before hand how many textures will be put one.
The best way we found was using Adaptive Texel Size, setting the min as the optimal texel size and max was min * 10.
RealityCapture works really well when taking 360 images of one object, but modelling an environment is a little trickier. This is when control points are very important. When taking your photos, make sure you a taking the photos continuously, as if you were walking down the path all while keeping in mind the control points for your environment.
It's good establish what your control points should be before taking the photos. It is also very helpful to have stickers or some sort of marker to indicate what the control points are so when you are taking the photos you can capture it easily. The stickers or indicators make it much easier to establish control points later on in RealityCapture.
You can also predetermine the distance between two established control points before hand to have a sense of scale for your model.
The simplifying tool in RealityCapture would oversimplify the vegetation and benches in the model and not really simplify the floor. We weren't very satisfied with the simplification tool in RealityCapture. So we experimented with Blender, Autodesk Maya, and 3D Studio Max to simplify the model. Below is a short description of the cleaning and simplification process.
Both Blender and Maya could not handle the high polygon count of the model so we ended up using 3D Studio Max for clean up.
First, we did an initial clean up with RealityCature's filter tool. This got rid of all the excess noise in the background. Then, we simplified the models from 100 million triangles to around 3 million triangles. These models were then imported into 3D Studio Max for further simplification.
Clean Up
Simplification
Combining and Aligning
Reconciling (Soft-selection) (in 3DS Max after aligning models)
- Select mesh and change to editable poly
- Enable soft selection and set the desired falloff distance
- Choose lasso select and start soft selecting, using ctrl to add on to selection
- Once desired areas are soft selected, check the "Lock Soft Selection" box
- Change to translate tool, then press F7 to lock translation to z-axis
- Move soft selected mesh until the mesh blends into the other mesh
- Rinse and repeat
We found that exporting with the 2016 fbx settings for 3D Studio Max work the best. Remember to export the model into the same folder where all the textures are!
We used unity to finish tweaking the model. Below are some tips and tricks we did to optimise the model.
Since our model has around 800 textures and more than 5 million triangles, we used Unity's built in LOD function to reduce lag.
How to create LODs for a model in Unity