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michaelp78008416
Participating Frequently
November 16, 2023
Answered

Substande 3D Sampler Photogrammetry Bad UV

Just started playing with the photogrammetry portion of of Sampler.  My question is how do you correct bad UV layout.  I am a professional photographer and I captured in studio 120 images on turntable setup with high DOF.  The model looks good and masked out perfectly but the UV layout has bad seems.  I changed Advanced Texture reproduction and got new result but UV seems are still bad.  Is there a way to correct this or do I need to try another capture

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Ares Hovhannesyan
Ares HovhannesyanCorrect answer
Community Expert
November 16, 2023

Please review this referance. 3D Capture | Substance 3D Sampler (adobe.com)

The most valuable parameters that can imporove UV map are: 

Post-processing

The post-processing helps you to adapt and optimize your mesh and textures to your needs and how you want to use it.

The result of the reconstruction can generate a mesh with millions of polygons and up to 16K textures. This often won’t be optimized for rendering, realtime or AR experience.

You will need to post-process the result to reduce the number of polygons without losing details.

The post-processing step chains 4 steps automatically:

  • Decimation: Reduce the number of polygons by defining the number of faces you want
  • UV unwrap: Automatically defines seams, unwrap and package UVs of the decimated mesh
  • Reprojection: Reproject the color texture of the photogrammetry mesh onto the decimated mesh
  • Baking: Bake normal, height and AO details from the photogrammetry mesh onto the decimated mesh. This will ensure to transfer all mesh details lost during the decimation into texture maps.

1 reply

Ares Hovhannesyan
Community Expert
Ares HovhannesyanCommunity ExpertCorrect answer
Community Expert
November 16, 2023

Please review this referance. 3D Capture | Substance 3D Sampler (adobe.com)

The most valuable parameters that can imporove UV map are: 

Post-processing

The post-processing helps you to adapt and optimize your mesh and textures to your needs and how you want to use it.

The result of the reconstruction can generate a mesh with millions of polygons and up to 16K textures. This often won’t be optimized for rendering, realtime or AR experience.

You will need to post-process the result to reduce the number of polygons without losing details.

The post-processing step chains 4 steps automatically:

  • Decimation: Reduce the number of polygons by defining the number of faces you want
  • UV unwrap: Automatically defines seams, unwrap and package UVs of the decimated mesh
  • Reprojection: Reproject the color texture of the photogrammetry mesh onto the decimated mesh
  • Baking: Bake normal, height and AO details from the photogrammetry mesh onto the decimated mesh. This will ensure to transfer all mesh details lost during the decimation into texture maps.
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