Some questions Is anyone working with Photogrammetry - 3D scanning? would love to know how you are getting on and hear your pipeline advantages and disadvantages. [vv]55019228[/vv]
A lot of exciting things have happened with software, just not the main 3d packages. Substance Designer, Substance Painter, UE4, Unity, Marmoset, Houdini, photogrammetry in general, etc.
This is something I'd suggest discussing in a dedicated thread for photogrammetry. As much as I'd love to discuss how we create our assets, it would not be possible for me to talk about it. :(
With the photogrammetry in Vanishing of Ethan Carter, is there any reflections or specular highlights? It always looks very overcast when I've seen footage of the game. Very diffused and no harsh lighting.
I'm sure photogrammetry has a lot of research on it: how it came to fruition, why is it being used, examples of current and past games using it, how does it work etc etc.
Zbrush is a neat toy to make fancy pictures/ design concepts to impress customers. For true production it's ether Substance Painter/Designers, Mari and photogrammetry. And baking normals in Zbrush is a nightmare.
Good work Fozwroth! If you dont mind it will be very good if you provide us a little breakdown of your textures, cause for me it looks like you used photogrammetry)
https://vimeo.com/210043712 See how the model was created. Model based in scan (Photogrammetry) I use a Nikon D5300. Programs: Zbrush, 3dsmax + Vray, Reality Capture (Scan), Photoshop.
You put quite some emphasis on the fact that you know stuff. Why do you worry, then? Photogrammetry already exists within the gaming industry, and you still have a job.
Problem with photogrammetry textures is that they obviously aren't a procedural/tileable texture, so you'll have to find a way to sample whatever information in that texture that you'd want, and create a tileable texture with that info.