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How Many of You Use Photogrammetry Textures?

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daniellooartist polycounter lvl 12
On one hand it looks very nice. Do whatever looks good and speeds up your workflow right? On the other it looks like it would be hard to get good mask in order to blend it with other materials and doesn't demonstrate any knowledge of materials like procedural do. Do you use Photogrammy for your personal work, and if you owned your own studio (hypothetically) then would you adapt it into your pipeline?

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  • pior
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    pior grand marshal polycounter
    I suppose Taylor Swift uses them quite a bit.
  • daniellooartist
  • pior
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    pior grand marshal polycounter
    That said, she hasn't quite mastered the tech just yet.

    [edit - well, now that the thread title has been corrected this doesn't really work anymore but I'll leave this here for the sake of it :D Gotta love these Photo Grammys !]


  • daniellooartist
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    daniellooartist polycounter lvl 12
    Hahahaha! One of my favorite post!
  • Jonas Ronnegard
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    Jonas Ronnegard polycount sponsor
    Coming from a Character Art point of view, I guarantee you that anyone who works in a studio where the focus is naturalism/realism is using photogrammetry in their professional work. And if they aren't, they're behind the ball. Everything from sports games to Call of Duty to Star Wars Battlefront to Uncharted uses it heavily. Anyone who wants to work in one of those studios (if they're smart) is using photogrammetry in their personal work. Gone are the halcyon days of hand sculpting that stuff. It takes too long and you're never going to get it to look as good as a scan.
    what dustinbrown says is true, and even when creating for example rock shapes or other environment objects that don't have a real counter part, you will still be using and creating alphas with the help of scans to make the custom meshes fit better together with the scanned objects.
  • EpicBeardMan
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    EpicBeardMan polycounter lvl 8
    Photogrammetry, and Scanned Textures are widely used, at least at our studio (and I assume at others). When it comes to blending different scanned textures, it is quiet easy to do it, at least in Substance Designer. And also, it is pretty common to combine procedural functions with pre-made scanned textures. 
    In conclusion, Scanned Textures and Photogrammetry is the best thing since Normal Maps. hehe

    Cheers!
  • Geezus
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    Geezus mod
    Photogrammetry augments my work today as much as photosourcing augmented my work in the past. Just like you would never take a photo of a ground and call it a texture, you're not going to scan an asset and call it done. It's just another tool/source to help your work.
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