dforce to create a mesh?

I have been workiing with photo scaned objects which will supply a mesh of the ground around a building etc. 
The photo scans do a pretty good job with buildings etc. 
but are a major failure on grass. 
So if I extract just the ground I still can't a good base for texturing. 
So I either subD the ground object which has a tendency to change the shape which I want to retain 
or can I put the mesh object terrain in daz and then drop a high polycount plane over it and dform the plane to match the mesh (like putting a dforce table cloth on something? 

Comments

  • felisfelis Posts: 5,744

    I can't see how you can use DFormer to match the ground.

    You can do it in a modeller.

  • Richard HaseltineRichard Haseltine Posts: 107,930

    I'm not clear on what you are trying to do here - re-UV the ground plane generated by the image-matching?

  • alan bard newcomeralan bard newcomer Posts: 2,334
    edited August 17

    The ground is very pixelated as the polys are large so I want to increase the poly count of the mesh but that seems to change the shape of something when you do it 
    So i want to create a new mesh that has the shape of the ground below the sky is not part of it and I've removed the walls and just have the ground mesh to start with
    The current mesh has the real shape of the land around the buildings. Doing models of the buildings is fairly easy but matching the shape of the ground is more complex.
    ----
    Lesson learned sometimes exporting an object with surface will skip saving the geometry settings the texture works better if if keeps a 50x50 instead of defaulting to 1x1. 
    ---
     

     

    caribu ruins 4k ground 16k trimmed grtound copy.jpg
    4000 x 2000 - 1M
    caribu ruins seris 2-3 alt grass rough 50.jpg
    4000 x 2000 - 4M
    Post edited by alan bard newcomer on
  • crosswindcrosswind Posts: 9,543
    edited August 18

    Technically, you certainly can place another object with denser mesh, then add a dForce modifier to simulate it... like a shrinkwrap on the ground prop.

    But a simpler way is that you can just convert the ground prop to SubD + add more SubD levels, export / import OBJ ~~ That shouldn't change its shape at all ~~

    Post edited by crosswind on
  • The mesh where it is ground is extremely pixelated and doesn't handle textures well. But currently I've mangaged to decimate it which is improving it. 
    So the main question above was putting a flat plane above the ground mesh and using dforce to conform to the shape of the mesh. Like the idea of dforce sheets over beds and bodies or table cloths over tables.
    ---
    The image below is from a photoscan 3d model the ground looks extremely real compared to what the modeling we're used to produces. 
    Since it is flat a top down camera render of it could probably be used as a texture on a plane but the one above is not flat. 
    We can use XT to generate plants to spread, etc but roads and wear patterns the reflect real usage over time to use under them are a challenge. 
    ---
    The building in the second image is one I modeled from a building in Montana from a 2d image that had perfectly flat lighting on the long side that i was able to use as a texture for the 3d model 
    but the paths around it since you can't view them flat won't convert to textures useable. 

     

    ground texture.jpg
    1650 x 886 - 421K
    Lennep Mercantile.jpg
    720 x 405 - 26K
    lennp july 5 3 copy.jpg
    1833 x 1521 - 923K
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