

Subdivided again the meshes are 2.6 Mill, 3.6 Mill and 3.6 Mill. Overall colour and detail is better than before, although still not as good as I would like!īut I think with Sketchfab surface effects it should look ok. The model which was exported with polypaint from Zbrush appears to have no vertex colour in MeshLab! But when I toggle the wireframe icon on the top menu, it becomes visible.Ĭlose inspection shows that the colours are indistinguishable, but the placement does vary very slightly between the MeshLab ‘Transfer Texture to Vertex’ process (01Subdiv) and the Zbrush ‘Create Polypaint from Texture’ process… but this is not important for this project. The ‘Transfer Texture to Vertex’ filter works well on the model which was exported without polypaint from Zbrush.

To sort this out, toggle the wireframe icon on the top menu and change Colour Mode to Mesh on the right menu. Wireframe displays by default and the model appears black. In MeshLab, the Zbrush exports look different because of some display qualities. So I export models from Zbrush before and after applying colour to the vertices, so I can compare results in MeshLab. Also the range of colour/tone on the surface may be greater per square cm.Īfter subdivision, the brown pot models are now 660K, 900K, 900K approx. So this isn’t that different, although the surface area and volume of this pot is much greater than that of the grey or yellow pot, so perhaps that’s why the resolution is so clearly insufficient. Just checking previous projects: upright grey pot was 557K polys, side view 300K. The aluminium birds from A Flutter Of Birds tended to be much bigger (around 2 Million) but they were more complex objects in terms of gross geometry. The meshes are surprisingly low res: 220K, 300K and 300K approx. Or maybe I should try doing this step in both softwares to see if one is better than the other? So now all the meshes are in Zbrush, I’ll subdivide them and then apply the texture to the vertices in Zbrush instead of MeshLab. It’s so satisfying and reassuring when the texture corrects! There’s probably a quicker step sequence, but this works. Texture Map (Right Side Menu) > Click on texture square > Select Texture > Texture will correct itself.


Darker side of photographers’ lights model made in Recap PhotoĪs even lighting is better, I will go with the 3 Recap Photo models made from the photos taken with photographers’ lights.1 Meshroom model made using 138 photos (upright / with lights).6 Recap Photo models made using 100 photos for each.3 sets of photographs (upright / side / other side) taken with photographers’ lights (approx 140, 100, 100).3 sets of (approx 100) photographs (upright / side / other side) taken with natural light.Data assets I have collected for this model:
