Hi!
This is a thread im starting to document some of my progress on a portfolio style environment piece in Unity using the HDRP.. The projects main focus is using a photogrammetry scan of a massive abandoned linseed oil factory I did about a year ago with a friend but didn't have time to really work with until recently.
Im using Unity because its what we use at the studio Im at- though we are about to start learning unreal for future stuff so there is a chance I will port over through this project?
First up- the factory scan:
We took over 4k photos but at the time the Steam version of Reality Capture only allowed 2500 (now only 1000) shots so we had edit the data set down. The photo limit change was announced right as I started working on this so I didnt have long to get it completed and out of Reality Capture. Sadly- I cant open the project anymore because of this limit to the photos..
Ended up with a 325 million tri model which got paired down to a 100k for retopology (done in Modo) and a 50 million poly version for baking. Id love to bake to the 325 mil version but my 64gb of ram just wont cut it via Substance Painter...
For the master mesh I baked out 12 8k Diffuse maps from Reality Capture.
I have some further stuff that I will update with later.
Replies
Got any tips for delighting?
I generaly think that large objects like this building are better off done in a modular fashion with tileable textures and some decals here and there but this should be interesting.
Im probably doing things a little bit odd though because Id say normally for an environment like this you would break it down into modular pieces / trim sheets / tileable textures and decals and bring it all together. Im doing photogrammetry which is also viable- but on a huge scale. So maybe not the most "game" friendly in an optimization / or gameplay design sense. But im still trying to work within real time in Unity.
lol. sorry, as I said... I had a lot of questions... Still I think what you are doing is incredible. You dont need to answer all the questions if you dont want to. I tried some photogrammetry earlier this year, but only for props. Not for environment.
"yeah, so my main question is: you have this very high poly model that comes out of the photogrammetry software, right? But you are probably not using this model in unity... You retopologized the model to work with it in real time. Is that right? The high poly was used to bake normal maps in the low poly? how come a large piece like this was baked in a map? what's the size for the texture? Or did you break the factory in small chunks to have a good texel density? If you did... how did you do this?"
I then took that 100k version and used Modos retopology tools (mostly the retopo pen) to make a low poly version of the building. Normally- I dont always go in and do quad-retopo by hand (especially if the object is static and doesnt need to deform) but this is a large building and I wanted to have as clean a mesh to work with as possible.
as for your motives (" just because I wanted to. I wanted to preserve this building before it get turned into a community center. Its been in the middle of a huge park in down town Toronto for a long time and has a lot of history so my goal is to preserve it to what ever degree I can.") I totally get it. Actually my question was only about how did you fit an entire building in a 0-1 map and still have a good texel density.... because I didnt know about the UDIM process.
Well thank's a lot again. I definetly learned something new today.
As for feedback on your work, if I can give some, I would say the yellow cones inside looks very clean yet, but you probably haven't finished yet. And the shadows inside (as pixelpatron said already) will definetly add a lot.
cheers. still following here. keep posting!