This time something related to the photogrammetry. I made some 3d scans of objects and grounds. Here is the first part of them: Celery root Chanterelle mushroom Plaster texture Concrete texture
I think the table noise is rather because of not enough well distinguished details to match like those on the horse. Photogrammetry works not very well without a well pronounced texture/pattern.
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.
Wow! Amazing cliff wall Josh. I thought it had to be photogrammetry at first glance. I think this is the best and most realistic texture from you yet IMO. well done
Pretty sure. Too many tasks have been simplified a lot, photogrammetry is helping a lot! We already had apps such as Daz Studio, anyone can make great characters in no time...
Also, realism is not the only path. Painterly style is not going away, and cannot use photogrammetry. Painterly requires strong artistic skills, and remains in high demand. Regardless of character or environment or fx or etc.
https://www.allegorithmic.com/blog/your-smartphone-material-scanner This could be useful if you are scanning single small foliages. If you are using photogrammetry maybe thickness map could generate similar results.
I don't think they used photogrammetry for the hero characters, simply because those characters are now many years older. they maybe did for their outfits, but the heads would have been sculpted by hand.
i am not sure about if this the correct topic to post this but here it is: photogrammetry project one of my warhammer 40k miniatures. model after some sculpt and retopo i hope to be able to animate it
Had a lot of fun learning how to use photogrammetry in Speedtree with this piece and cutting together a showreel, which is on my ArtStation post along with a breakdown, cheers! on my process https://www.artstation.com/artwork/e0EJPZ