Sebvhe polycounter lvl 4

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Sebvhe
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  • Hey guys! I decided to push my photogrammetry a bit further. I was in Korea about a month and a half ago, and took a lot of scans in small traditional villages. The goal was to separate all the facades into modular pieces to give greater re-usabili…
  • @CarlCraft I personally do not think this is off topic, this thread is about creating rocks, but making a boulder is not even half of the work, creating a whole formation/scene is where the hard work needs to be put! However it may be more interes…
  • @CarlCraft I think you first need to narrow your references to one geographical area. Rocks vary a lot from one place to another, due to climate, geology etc... According to your references, I'd probably have a look at either south west coast of P…
  • @CarlCraft It's a pretty tricky question, I do believe making realistic rock formations is one of the hardest thing environment artist can do. Every case is unique. It's impossible give proper advice without good references. These are the key, gat…
  • Looks pretty amazing to say the least! Not much to critique, maybe add some very small patches of snow in cavities, against the wooden steps for instance. There is no reason the path wouldn't have snow, if people walk a lot, the snow becomes ice an…
  • These rocks really remind me of a great tutorial I followed years ago. It may not be totally up to date on the texturing part (read: not PBR), but the modelling will definitely get you that sort of result.
  • Working on creating modular building out of photogrammetry, definitely my biggest challenge yet, and it's only the beginning, making everything modular is going to be some hard work!
  • Sweet work man! I actually shot a lot of photogrammetry in Indonesia recently, didn't process a lot of it yet, but I really hope it's going to look as good as this! My only critique would be that your first cliff looks a bit "washed out". Obviously…
  • I have been working on creating rocks using my tileable photogrammetry textures! More on my thread
  • @ okorynal, What do you find hard in the photogrammetry workflow? At this point it feels pretty straightforward to me. The only thing I'd improve would be to have a plugin to reproduce every step of the tiling in Photoshop both on the diffuse and h…
  • Hey guys! I have made loads of scans during the past few months. I'll processing them over the next weeks. Here are some I already processed : I have been mainly focusing on rocks first. Rocks are super hard to tile for multiple reasons, the siz…
  • Hi guys, I have been doing more photogrammetry textures, mostly rocks this time. I have to say they are the hardest make. Some more and their Marmoset Viewer on my Artstation.
  • Hi Playonce The idea is to make a curved plane you'll use as a low poly which follows the shape of your scan in order to make the bake flat. This is explained in detail on my tutorial The camera I use is a Canon 100D, with a 18-250mm Sigma lens.
  • Little update, more trees and foliage! Also started playing with lighting and HDRI Let me know what you think
  • I'd love to see a whole scene with forest photogrammetry. I've done quite a lot of photogrammetry but still didn't build a proper diorama out of it. Your normal maps seem a bit soft now. A really good trick is to bring your diffuse into Knald/Crazyb…
  • Thanks guys! I played it again to get references, I'm so nostalgic of that game I actually think I'll play it again. SimonTG said: Gonna need to pay close attention to the lighting if you want to get a similar feel as GW. From what I remember…
  • Hey guys! Here are some more textures I made lately. Furthermore, I'm trying to get photogrammetry to work with foliage textures. I managed to get some pretty decent results. However it still needs a lot of manual editing before getting something…
  • Definitely looks like a rock to me! Even though sculpt and flow is really important for a rock, remember that textures and materials will play a way bigger role in the final feel of a rock than the actual geometry.
  • Looks pretty solid already! I also absolutely love the concept Modelling is nailed! One thing worries me though, your concept has a vertical format that works really well but your screenshots are 16:9 which kind of breaks the composition. Further…
  • Great looking piece! Tolkien scenes are always my favorite The thing I'd push a bit further is the "aging" of the scene, right now it still feels a bit clean. When I think about Balin's tomb, I remember everything being covered by inches of dust an…
  • @okornyal: I still stick with the photoshop tiling workflow, sure it can be quite tedious, but after some time you get really fast at doing it. It also gives you a lot of freedom to remove features you don't want; in a clean way. If you don't want t…
  • I just put a few shots of lava flow I did in a video, the speed is x5. I hope it helps you getting an idea of both the speed and the way wrinkles are formed. The lava lake looks pretty good to me, I'd just add one spot (usually on the side, that i…
  • So much better already ! Agree with the clouds and fog. Also, if you don't plan on doing much more, I'd focus on getting one or two shots aced, with a proper composition, and possibly a "hero prop" as well.
  • Really like the landscape ! As mentioned before lava is not fluid, that's just something we believe because of movies and common belief. Even Hawaiian lava which is the most fluid in the world is really more of a mud rather than water. Current lava…
  • Photogrammetry as well. Found this lone mushroom in my garden the other day. Marmoset viewer here
  • Nice work ! Really refreshing to see such a vibrant scene ! My only concern is that it makes it really easy for the eye to see how random the foliage placement is. In real life it will follow some rules, is it more in the shadow ? Is it more on flat…
  • @okornyal : I don't have much experience in Unity, but I don't really see the problem in blending more than two textures using vcols and heightmaps. This shader only uses 3 because I didn't have a 4th one suiting the environment but I could have. I…
  • Built a quick scene in UE4 to display some of my latest photogrammetry textures. More on this thread
  • @okornyal : I'm mostly using 18mm. I have a very versatile 18-250mm lens. For photogrammetry you want to get as much as you can in your frame so I'm 99% of the time in 18mm. I spent quite a lot of time in UE4 trying to get all my textures to work f…
  • Hey guys, Here are a few more textures I've done lately. I'm currently building a small scene to display them properly, pics to come soon
  • The wool looks ace ! I've seen moss being done like that but it was never as good as this. While I understand how it works, I'm wondering how you managed to get to that result, workflow wise, what was the process ?
  • Awesome work ! I really like the vibrance you've got in your scene, it's refreshing. I have been doing photogrammetry for a long time now, but still couldn't manage to build a proper scene out of it :pleased:
  • Ged said: lovely gritty details! how did you get those puddles in the tyre tracks to look like there is depth inside the puddles? Thanks ! Actually it's the other way around, there is depth since I use tessellation and displacement, I ju…
  • Subscribing to this thread, really want to see where this is going. I'd agree with what has been said earlier, what is your plan for this scene ?
  • Put together two photgrammetry textures together to create a muddy path More about the textures on this post
  • Here are some close up shots from the tyre tracks textures and some new photogrammetry I made during my holiday. At this point my workflow is probably almost as fast as it can possibly be. Each texture takes me roughly 2 hours do to - 2 hours of…
  • John Baxter said: Can I use these in a commercial project? They're great, just wish I had more time to make my own! All the textures you can get on my Gumroad page can be use in a commercial project, as long as it doesn't involve selling…
  • My latest photogrammetry. I played a bit with the textures to create some impossible to scan materials such as puddles and snow.
  • okornyal said: Although i would probably  not use photogrammetry on wooden planks, they seem easier to just take 1 photo of and fake the height by drawing it in. Definitely agree with that, I just wanted to give it a try to see how far I c…
  • My second Icelandic inspired environment. Foreground consists of photogrammetry I took in Iceland a while ago. I decided to throw away the usual 16:9 to aim for a more photographic format, it really changed everything !
  • Made a little scene with some of my Photogrammetry Textures
  • Sweet ! I'm not saying my process is the best, if you feel confident with yours keep improving it. I only tile the diffuse and height, afterwards I like to displace a plane, resculpt if needed and the bake my final maps. My delighting is actually q…
  • I never had that issue. However I found it safer to record and replay each action after the other rather than doing everything on the diffuse and replay everything on the height. Maybe doing so will avoid your issue
  • Hi Okorynal Tiling is by far the most difficult bit of all. I'll try to explain as precisely as I can though. So after you baked the scan on a low poly plane you get a very big texture such as this Select an area that will be your base, as a rule …
  • Thanks Gazu ! I can assure you this is correct. This image comes from Agisoft Photoscan documentation pdf. And from what I've tried it really works. It's because Agisoft gets most of the depth from the parallax between shots.
  • Thanks !  I'm indeed using the record action, however not with the clone stamp. I export both the diffuse and height. Then I tile both of them at the same time (with record action) and displace the height again to bake all other maps. The reason …
  • Using a flash is indeed a very interesting idea. I'm not sure it would work very well though, I'd say give it a try and let us know . My biggest concern with it is that it might really mess with all the specular reflections. Everything as specula…
  • Here are a few textures I created out of photogrammetry. A Marmoset viewer for each available on my Artstation Full thread here
  • Hey again ! It's been a long time since I last posted but I didn't stop photogrammetry at all ! I've been to Oxford, Bradgate Park and Sicily to do these new textures. If you want to start or practise photogrammetry I would definitely recommand go…
  • John Baxter said: Would it be possible to scan the trunk and the main branches, then fill in the rest with more traditional methods? I assume so, however I would work otherwise. I never tried it so I might be wrong. I would try to scan s…