Photogrammetry Textures

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  • Sebvhe
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    Sebvhe polycounter lvl 4
    Hi @marwan568

    I'd recommend to shoot top down pictures, that's what work best with such surfaces. Make sure each picture overlap with the previous one by at the very least 50%. The tricky part is going to be the tiling.
    As for the snow/puddles, I just played a bit with the pbr maps once the texture was done.
  • Maximum-Dev
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    Maximum-Dev Polycount Sponsor
    Hi man,

    I'm using one of your Gumroad packs for our WW2 game. The muddy tire tracks are fantastic. I can feel all the hard work. Very helpful thread full of useful tips as well. 

    Just wanted to pay my respects! :smile:
  • marwan568
    Sebvhe said:
    Hi @marwan568

    I'd recommend to shoot top down pictures, that's what work best with such surfaces. Make sure each picture overlap with the previous one by at the very least 50%. The tricky part is going to be the tiling.
    As for the snow/puddles, I just played a bit with the pbr maps once the texture was done.
    Thanks
  • Sebvhe
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    Sebvhe polycounter lvl 4
    Hi man,

    I'm using one of your Gumroad packs for our WW2 game. The muddy tire tracks are fantastic. I can feel all the hard work. Very helpful thread full of useful tips as well. 

    Just wanted to pay my respects! :smile:

    You have no idea how good it feels to read such comments, thanks so much!
    Is there a way I could see the tyre tracks in action without NDA issues? I rarely get to see what people do with my materials, I'd be really curious :smile:
  • Maximum-Dev
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    Maximum-Dev Polycount Sponsor
    Sebvhe said:
    Hi man,

    I'm using one of your Gumroad packs for our WW2 game. The muddy tire tracks are fantastic. I can feel all the hard work. Very helpful thread full of useful tips as well. 

    Just wanted to pay my respects! :smile:

    You have no idea how good it feels to read such comments, thanks so much!
    Is there a way I could see the tyre tracks in action without NDA issues? I rarely get to see what people do with my materials, I'd be really curious :smile:
    Yes I can take some pictures of your material in engine.
    Please PM me if I didn't PM you in 24 hours.  :)
    Sometimes I even forget to breath for half an hour.
  • Sebvhe
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    Sebvhe polycounter lvl 4
    Hi guys, it has been a long time without updates!

    I finally bought a new camera, my previous cheap Canon 100D definitely was the bottleneck of my workflow. I spared no expenses and purchased a Sony A7RII, I just can't really realize yet how much better it is!
    So here you go, first scan with the new camera, I went from 18Mp to 42,2 allowing me to now bake my textures at 8K res!
    Marmoset Viewer here


    I cannot wait for the week end to go outside and scout for some new scans, assuming weather allows it!
    Let me know what you guys think! :smile:
  • Sebvhe
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    Sebvhe polycounter lvl 4
    Hey guys!

    I made two new scans. I'm hoping I can do some more soon :smile:
    It's just amazing how close I can get and still retain details!






    Furthermore, I started building a quick scene, using my textures. It is inspired by the region of Lofoten in Norway.
    All the rocks and landscape use the same rock texture. Using the heightmap from my scans at a larger scale really helps bringing those mid-freq details that are so hard to get in a landscape. On top of that, the rock texture actually tiles over the landscape giving, me a much higher texture resolution than a classic large scale texture.


    I'll try to not drag that project too long, the purpose is to show that using photogrammetry textures as a way to build environments and not only to texture is both fast and good looking.
    It took me a while to figure out the landscape, but the foreground rocks were created and fully in-engine in less than 30 minutes.

    Looking forward to your feedbacks :smile:
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