Success! I spent some considerable (and frustrating) time debugging my computer and determined that my PC was crashing due to overclocked RAM. It was working fine for over a year, but a recent update to Windows 10, or some other driver update must have thrown a wrench into it's stability. With that distraction out of the way... The result is improved compared to my last attempt, which was a splash of red that barely resembled a fire hydrant. This proved to be yet more lessons on picture technique:
Onward and upward... I found a suitable new object for my next test, applying what I've learned thus far. It's is a stone & bronze plaque monument to this mustached colonizer: At about 8 ft. tall in an open grassy area, it is accessible from all angles. And my visit was during an overcast day. Despite the clouds scattering most of the light, it was late in the day, and the sun primarily came from one low angle. So, it still has a dark side. Not bad though. This time, I found that I could increase my smartphone's megapixel/resolution by changing the picture ratio from 16:9 to 3:4. That helps. I took 32 pictures at standing height, moving 360 degrees around the stone. Then took 18 more from various angles trying to get the top part which I thought might be a problem. Turned out pretty well. With this sample, I thought it was time to move on to cleaning up the mesh in Blender, and test out a render. It imports nicely, and didn't take much effort to trim it down. Blender took a bit of adjusting to, but after about an hour of playing around I was able to get the basics down. In the past, I primarily rendered in an isometric view. My first step was to get the camera configured for that view. Secondly, I wanted to see how lighting would cast on the mesh, and how to set key frames. I saved a short render: When I started the 3d scanning samples, it was my hope that I could use it to minimize production time from complex textured mesh assets. It's no doubt that this will be a new tool in my media creation arsenal. It has it's limitations, but for static environment generation it's very useful. Also this is relatively new technology. I have no doubts that it will advance by leaps and bounds and become increasingly accessible. Next up, I'll be moving on to experimenting with Blender more in depth and get accustomed to the user interface and features.
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