We are working on a forest scene using the Directional light to do most of the lighting and have come across an issue when our LOD's change. The lighting changes dramatically in some of the assets, even though the lightmaps are closely matched. To create the assets we used photogrammetry and reduction of the LOD's was…
Image-to-depth programs are generally only good for quick and dirty materials, which have their place. Substance Sampler(Alchemist) is a cut above the rest, and can give you initial outputs that can be refined into something workable, but for a top tier texture scan you are gonna want to do a lot of work after the initial…
Hey Guys thanks for all the advice! I have to think more about it because make a leaving is a priority. But you are right. leaving in a country with no studios and working mainly in upwork (or odesk) wasn't helpful to focus on one think. I grubbed anything related to 3d i could. I like more hard surface modelling and the "…
For texture rebaking the file format varies depending on the source. If it's a model I've been working on in ZBrush it will be a BMP, of its a piece of photogrammetry from Photoscan it will be TIFF, and if it's something I've been fiddling with in Photoshop, then it will be a PSD. It may even be a TGA if it's a game ready…
You can still have overlapping UV pieces so long as you're using tangent space normal maps instead of world/object space ones, and of course if the detail isn't unique (such as in photogrammetry). If you're working with UDIM tiles there may be some application-specific issues as well. That said, there are some optimization…
I feel a lack of 16 gb Ram only when I do some photogrammetry work with 200 mil poly objects. In other cases it's usually enough to just close a few redundant programs in background. Also Imo you don't need super hi end video card. Remember you are going to make games, not play them. The only reason for hi end video is GPU…
Your questionnaire seems to target mostly students and beginners. Some of the questions are very strange. For example: "Do Photogrammetry generated assets create a more realistic and more efficient result over manually/procedurally created assets?" heavily depends - thats why pretty much everyone answered "Maybe a little…
Imo the only thing worth buying is photogrammetry scans i.e. color image + height map + low res mesh. Could be done with any modern camera starting from $400. Resolution is 1 pix per mm . Total scale and cover is what might be competitive since usually what's available including Megascan rather small 2x2 meters things ,…
Really? It's more features than I see in most paid updates in other software. Booleans are going to cut down on the amount of times I have to use dynamesh. Everyone focuses on the subtraction part of booleans, but it does unions too. Separate arm and hand, welded with live booleans and then the seam was smoothed out.…
I'm pretty confident that realistic clothes in games and movies are made with marvelous designer or any cloth software with physical simulation. Your photogrammetry mesh won't be directly usable. You'd have to model/sculpt over it with a clean topology. And that's a lot of work for probably not a great result. Also it will…