RC fbx import is VERY rough!

Hello,
I am using version 5.3.2 of the Editor…
I used reality capture to scan in a medical device… It consists of around 900 images. The attached images shows the surface texture of it in RC… it looks great, the surface is smooth and looks like the actual device.

I exported it to a FBX file format and imported it multiple times in to Unreal and the surface texture is all bumpy not at all like it was in RC… There must be a setting that will preserve the version that was rendered in RC… Any Ideas?


UnrealEngineImport

Hello @hchattaway,

Could you please display your model in RealityCapture in solid mode?

Are you using normal maps? Did you do any post-processing in RealityCapture?

Thanks for the reply!


Here is the solid view… It has that same appearance as the imported view in UE… When I selected the model in RC to export, I thought it would appear the same way in UE.

In RC, I performed the alignment and created the first model with around 18 m tris. I performed a smoothing operation and simplified the model down to around 5 mil tries.

I did the texturing on the high tri model and projected it on to the lower tri model and it gave the solid and smooth looking version… I had also done a bunch of cleanup to remove geometry surrounding the main object…
No I didn’t do a normal map step…

What do you think caused this?
Thanks!
Harry

Here are the export settings I used:

Hi Harry,
the main problem here is that the captured object is featureless around the areas where the bad mesh is created. There is just white color and the application is not possible to find any points there which will be used for model creation. It is a general photogrammetry issue.
For models like that it is recommended to somehow create a texture on the model (like in this tutorial: Using Scanning Spray to Scan Shiny Objects | Tutorial or using some kind of texture projector).

The textured view looks good only because it’s unlit and you’re just seeing lighting baked into the textures. Once there’s any shading based on the geo, it’s going to look bad. You could use an unlit material in UE and it’d look the same as that screen shot. This type of model, I’d just remodel using the scan as a blockout/reference.

yes I had read about doing that before… but this is a million dollar medical device… it can’t be sprayed with anything…

Since it does look correct in RC, can that appearance be baked into the model?

Thanks for your insight.

It only “looks” correct in RC because it’s unlit, those issues still exist but don’t show up because there’s no lighting or shading outside of the texture.

I understand that it can’t be sprayed, but probably you can use some kind of texture reprojector there… The previous tutorial was just an example how to create a texture.
Also, you can try this workflow: My Model Looks Great in RealityCapture, but Bad in My 3D Program | Tutorial
But the model still looks bad also in RealityCapture (as you can see it without texture, it is basically the same), the texture is just making it nicer.

thanks very much for this reference… I’ll be getting back to this tonight.