Experimenting with photogrammetry, and so far it’s turning out great… However, I’m not sure how to approach the task of creating a low poly version while maintaining the texture.
Another question is, after the photogrammetry process, the texture are usually in several dozen islands - is there a way to rebake the textures onto a new UV layout, ideally just two islands like a rock split in half?
Hi, I usually use the highpoly model to create a lowpoly one in your 3D application, or with a third party program like MeshLab. Then I bake the high-res. textures as well as the normal-map and displacement to the low poly version in blender. The layouts for the lowpoly mesh have to be made by hand to get a good layout.
Try zbrush… retoplogize works awesome. Then u can modify the uv and take that mesh back into your photogammy software… the one i use reappplies the texture to the model i reimport… since its still lined up…
Do you still need help? because I know a few sources, and I’m in the process of doing this myself, and found success so far.
I’d be glad to help out as much as I can.
I haven’t made any of my scans into game ready models yet but I would agree with what siebencorgie mentioned.
You’ll need to create a low poly version of your mesh using a re-topology software such as Topogun. Once that is done you need to unwrap it as you see fit, and use high to low projection baking to translate all of the information from the original scanned mesh (With its textures applied) to the new UV map of the low poly.
If you are going to use automatic re-topology software or plugins, try to make sure it outputs the mesh as quads, as this generally helps with the unwrapping stage.