Workflow Process - Interior Image Alignment

Hi Mike,

I believe all the software you need to reach your goal is Reality Capture. Any additional tool can add flexibility but is not required. If I were to choose a single additional tool it would probably be Recap photo, and I would only use it to fill holes.

I noticed from your screenshot that you have 84 control points in your scene. That is a LOT. Interiors are generally much easier to align than exteriors and generally don’t require as many control points. It all comes down to how you move through the environment when shooting. Make sure to choose a path that is as continuous as possible when moving from one room to the next. Avoid jumping from place to place. Also pre-processing your images always helps. 

Here is my basic workflow to generate low-poly assets for Unity: 

  • Align images into single component 
  • Test reconstruction on critical areas. Reconstruct and Texture small areas to verify that the alignment is sound. Do this before reconstructing the entire environment to save time down the line.
  • Reconstruct in Normal Detail 
  • Filter the multi-million poly mesh. Remove extra geometry like the water tight box generated by default 
  • Simplify to 40k. This is the render upper limit cutoff in RC. This will allow you to see your mesh in Solid or Sweet mode to ensure everything looks good.
  • If your mesh if very noisy you can run a Smooth 
  • Simplify to desired polycount (depending on specs, generally few thousands to few million polys) 
  • Unwrap: i find that “fixed texel size” mode yields the best texture utilization results. I use this mode to unwrap my models. Tweak the texel size value to try and meet your ideal texture count (5-50 8k). This takes a bit of practice to get right. If you use the “Optimal Texel size” value as your “texel size” you will technically use 100% of your photos. This will likely result in more texture maps than you want. Work your way down (bigger texel size) to meet your desired texture count. (I use 8k)
  • Texture your model. I find photo-consistency mode to work best.
  • At this point you have a Unity-ready asset with correct poly and texture count. You can use Modo or just about any 3D software before texturing to improve different areas of your models such as quality of the geometry, UV utilization, textures, and such, but doing so requires a good understanding of traditional 3D. 
  • IF you do clean up your mesh outside of RC, I still recommend creating UVs and re-texturing your assets inside RC. If you want your models to look good they are going to need multiple 8k texture maps. RC does a great job at unwrapping & texturing. Dealing with UVs in a traditional way (Modo, Maya)can be extremely time consuming/challenging. Let RC do the heavy lifting for you. 

Happy to offer more workflow-related clarifications.
Cheers,

Valerio

Here is my latest file. 2655 images. 12 control points.