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A Photogrammetric Vehicle Pipeline lighter areas pushed out. This is how we make the metal panels appear battered and beaten in the final renders. We have included all the final textures on the website www.3d-for-games.com: Chapter 8/textures. We rendered and composited an animation to show off the results of this chapter, which you can find on the website www.3d-for-games.com: Chapter 8/movies/truckComp01.mov. Conclusion It took us quite a long time to develop this pipeline, so if you don't get everything working straight away, don't despair; keep thinking laterally and don't dwell on any one small problem for too long. If you hit a big snagging point, take a break away from your computer to where you can look at your problems in the context of the bigger picture of your pipeline. Remember that there is always more than one way to do any task in CG. It took a lot of web searching, asking questions on forums, reading through software man- uals, and experimentation to get things running smoothly for us. While I'm using the technique for a vehicle here, with a few adjustments it works just as well with other objects or even with characters (if you can get the subject to keep still!).