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Upholstery Visualization Pipeline

During my previous employment I was leading a 3d content production for an upholstery visualization pipeline.
I was tasked with establishing methodology and overseeing the process.
The goal was to produce clean, customizable models using 3d scan data for a high level of realism.
The method allowed to populate entire upholstery ranges using limited amount of scan data and produce thousands of renders with required combinations of fabrics and accessories.
Below you can find a brief overview of the base process.

Raw scan is cleaned up and missing details are filled in, resulting in a highpoly sculpt.

Raw scan is cleaned up and missing details are filled in, resulting in a highpoly sculpt.

Highpoly model is re-topologized adhering to specific rules, then two sets of UVs and a displacement map are created.

Highpoly model is re-topologized adhering to specific rules, then two sets of UVs and a displacement map are created.

Final renders for all required combinations are produced.

Final renders for all required combinations are produced.