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Weekly Report #193

[h3]Hello Stalkers![/h3]
Scanning solid objects is easy, since they tend not to move. Just place a doll in one place and it will sit there motionless as long as we want to (unless we change its position ourselves). The human model is not as stable - one sudden movement (even a very small one) of their hand ruins hours of work. On the other hand, collaborating with a human is much easier. You can ask the model to change its body position, instead of moving it from one place to another like some doll.

Jokes aside. The work of scanning people is exhausting, both for the scanners and the scanned. To make this clear to you, let us explain this whole process using the scanning of Tatyana as an example.

Let's start with the basics. Before we unfold the heaviest equipment, we need to take a lot of reference photos - those that will later help graphic designers in designing characters in the game, mainly in terms of external appearance. That's why Joanna, our model, had to pose on a white background in different dresses. Thanks to this many-hour session, we obtained plenty of photos for reference.



Sometimes we had the opportunity to fool around a bit :)



The next session took place on a green screen. This time, for the needs of the game, we wanted to record (in photos, but also on video) how Tatyana's hair would behave in the wind.



Another time we recorded Tatyana's individual movements. At the bottom you can see Joanna trying to play the violin before the shots on green screen. These materials will serve as a reference at a later stage for our game animators.



Ok, time for the main course. We couldn't afford half-measures when scanning a person. Everything had to be done relatively quickly and taking into account the optimization of the produced 3D models. That is why we invested in equipment that allowed for the most accurate reproduction of the human figure in a quick and accurate way.

For scanning characters, we designed our own structure composed of 114 (!) Canon SLR cameras with variable focal length lenses, along with flash lamps. We placed the cameras on a metal structure forming a regular polygon and in such a combination as to obtain a sufficiently large coverage of photos of the characters from every possible angle.



The entire structure is operated by 2 computers which, together with a system that synchronizes cameras and flashes, collect data in the form of photos after each shutter release. We usually collect photos in RAW form so as to be able to extract the best possible quality in the final result.

We place our model inside the structure. Then we frame the cameras to the previously determined position.



The next steps are to release the shutter and download the data to computers.



Next comes post-production, which involves processing photos and uploading them to a program that calculates a "cloud of points" on the model's body, on the basis of which a mesh of characters is created, on which a texture is then applied. The end result is a photographic representation of the model in the form of a 3D model, the mesh of which is taken over by graphic designers for further optimization.

And that's it. The character is ready to hit the road!



And there were more characters waiting in the queue to be scanned.



We hope you liked it. But this is not the end of the behind-the-scenes work on Chernobylite. In the next report we’ll show you some stunts!



[h3]That's it for today![/h3]
Take care, Stalkers!



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Weekly Report #192

[h3]Hello Stalkers![/h3]
In the previous report, we demonstrated that operating a drone in an open space brings a unique outcome: the potential to recreate real-world buildings in a video game. It's also incredibly fun, as is usually the case with drones :)

https://store.steampowered.com/news/app/1016800/view/3704832514245430929

Working on the ground has its own set of advantages. But only a few people know how much effort it takes to achieve the desired results.

We have shared numerous instances of our exploration of Chernobyl, showing us going inside the buildings to capture a plethora of photos. And not only the walls and floors, but also items within: posters, books, toys, clothes, etc. All these items serve as reference materials. Thanks to this, we were able to carefully plan the room layouts, as well as what should be in them, along with some creative interpretations on our part.



Of course, not everything could be photographed using traditional methods. Some of the in-game objects you can find in the game are the work of a skilled 3D artist or advanced technology. In this report, we will focus on the latter...

We had certain items on-site in our office. Making them readily scannable with our portable equipment designed for this type of tasks.



Scanning the items we discovered in the Zone presented more challenges. For obvious reasons we couldn't take them with us. Consequently, we had to create conditions to perform scans on site. To create a makeshift scanning studio, we used two small tripods on which we mounted a small green screen and illuminated it with lights from LED battery lamps.



The second element was to build a small platform on which we placed... a rotating cheese board.



One person stood next to the camera mounted on a tripod, patiently pressing the shutter while the other person slowly rotated the board carrying the object. This way, we scanned a dozen or so toys from the kindergarten, with each toy requiring up to several hundred photos.



The effect of this is known: we moved from the Zone…



…straight to Chernobylite.



Naturally, they had to be slightly modified to ensure they didn’t appear in the game in a raw form, but the effect of realism was fully preserved.



This wraps up this report! Next we are going to focus on scanning. However, this time we will move from still life to living life.



[h3]That's it for today![/h3]
Take care, Stalkers!



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Chernobylite Enhanced Edition in Steam Scream: The Revenge Sale - 55% off!

[h2]Steam Scream Sale: The Revenge is on! From today until November 2, Chernobylite: Enhanced Edition and all DLC released so far will be available at a discounted price of -55%.[/h2]

The promotional price will include:
[h3]Join us today and see if you can survive your fears...[/h3]

Weekly Report #191

[h3]Hello Stalkers![/h3]
Do you remember this photo?



This is a model of the building of the "Energetyk" Cultural Center that was based on scans of a building actually existing in the center of Pripyat. We used our drone to scan it from all sides and angles (yes, also from above).



You may notice that the project does not look finished in the photo above and indeed at this stage it was still in raw state. During the process of photogrammetric reconstruction of the building, "noise" appeared, which was caught by our device while scanning the object, and which is the result of, for example, inappropriate lighting. This is quite a normal thing. Therefore, a few more steps had to be taken, e.g. manually eliminating the major "noise" and other defects.



How long did the entire operation take?

It was a lengthy process. Transferring and processing materials collected in the field and then converting it into a game object takes a particularly long time. We're talking about terabytes of data here!



And remember that it was just one building. There were plenty of others next in line to be processed and transferred to Chernobylite.



So you can imagine how much time it all took, including any corrections. The computers were working at full power. Some even had too much, so we had to use specialized and modern alternative cooling methods.



In this manner, after multiple years of visiting Chernobyl, we succeeded in identifying and subsequently mapping the most captivating locations within the Chernobyl area.



When we examine the footage from those visits and the three-dimensional models generated from them, it becomes challenging to distinguish between the authentic and computer-generated elements.



Can you tell which is which?

We also used this method to scan small objects that we found in the Zone. But more about that next time.



[h3]That's it for today![/h3]
Take care, Stalkers!



[h3]Follow our official channels to stay up to date:[/h3]
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