To accomplish this, Capcom's 3D-scanning studio houses 141 commercially available digital single-lens reflex cameras across two booths. We also use photogrammetry to capture the contortions that appear in the actors' outfits as they move around and in their faces as they emote." We had to find a way to link the two of them by performing some initial facial scans to use as a target. "Something we had to contend with in this game was the difference in size between the stunt actors and the facial model actors. Many of the objects in the game were created using the same process," the developers told us. The process was pretty similar to filming a live-action movie. "For Resident Evil 2, we hired live models who fit the descriptions of our characters, fitted them with the appropriate costumes, and then used photogrammetry to capture the data from which we built the 3D models. Not only can it be applied to architecture and organic materials, but facial capture and even details as minute as creases and wrinkles in clothing as well. This versatile approach to creating high-fidelity 3D models has allowed Capcom to push the boundaries into literally photorealistic territory. Of course, the technology employed by AAA-development studios is a bit more advanced than that. A cursory glance around the internet reveals tutorials on how to do rudimentary photogrammetry with a smartphone camera. Photogrammetry is also remarkably scaleable. Overlapping aerial photographs can be used to create topographical maps, whereas 3D modelers more often get up close and personal with their subjects in employing this technique.
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