Destinations

Destinations

Studio Room
12 Comments
shponglefan 5 Nov, 2016 @ 7:58pm 
This was incredible, one of my favorite Destinations locations so far. As a fellow musician I love geeking out over other people's hardware. :)
technokrates  [author] 7 Oct, 2016 @ 10:16am 
Hi Senilo! Exclusively for you: A new track, this time with loop markers. Thx for the hint! ;-)
Senilo 6 Oct, 2016 @ 2:19pm 
Awesome, so much computers and knobs and stuff! But the music ended after a while, maybe it should repeat or did I just stay too long?
technokrates  [author] 3 Sep, 2016 @ 9:10am 
Hello mkr67. I used a tripod to handle the longer exposen time.
mkr67 26 Aug, 2016 @ 8:36am 
The room looks very dark, not perfect for making good images. Did you used a flash/light or only used a longer exposure for every image?
technokrates  [author] 7 Aug, 2016 @ 5:46am 
Note: I’m absolutely not a professional scene designer. :-) This is my first experimental photogrammetric modelling project and i have no idea if my workflow is really correct.
technokrates  [author] 7 Aug, 2016 @ 5:46am 
4. After post editing, import your model back to RealityCapture (in the same project, as new model), and execute UV-mapping and texturing.

5. Bring your model back into blender and rework the textures. Pay attention, that your texture output format while editing is loss-free.

6. After post processing, save your model with jpg-textures and create your destination project according to the tutorial.
technokrates  [author] 7 Aug, 2016 @ 5:45am 
The individual process steps are:

1. Take the pictures with a high quality camera (DSLR camera). Conditions: Best possible image quality (high sharpness and good exposure), different camera poses with adequate overlapping (important!).

2. Create a RealityCapture project and build your model, according to the tutorial instructions. Save your model AFTER simplification and save your RC-project. Coloring and texturing are not necessary, if you want to rework your mesh.

3. Import the model e.g. in Blender and rework your model. This is essential if you have large surfaces without structure (walls, tables), because the photogrammetric process need recurring structures in objects to calculate feature-points.
technokrates  [author] 7 Aug, 2016 @ 5:43am 
Hello sdd01,

nice to hear, that someone other loves the Digi003. The A/D-converters and the concept is still one of the best for professional project- and concept studios.The studio room is completely optimized in all acoustic parameters (compensation of room modes, reverberation time, reflexion etc.)

Some info’s to my destination workshop: In principle, i have made my scene according to the instructions of the destination tutorial.

https://developer.valvesoftware.com/wiki/Destinations/Creating_a_Destination

However, because my first experiments were not really good, i have done some things differently.
sdd01 3 Aug, 2016 @ 2:21pm 
Any chance you can document how your photogrammetry process, or at least links to information you used to learn the process. PS, nice to see another studio still using the 003 Factory. Your studio looks a lot like mine ;)
technokrates  [author] 3 Aug, 2016 @ 10:03am 
Hi Red-Frog! Thank you for your comment!
Yes... the texture quality...
In my worklow -modeling in Blender, -remapping/texturing in RealityCapture, -postprocessing in Blender i have forgotten to change the texture output to an format without loss. Texture works with multible recompressing in jpg is never a good idea! :-D
RED-FROG 2 Aug, 2016 @ 2:43pm 
Great!
Only the texture quality could be a little better. :spazwinky:
Definitely looking forward for your next projects.