I have been learning 3d since last few years and i am very passionate about that. Recently i saw a video on Youtube from BlenderGuru, he had an interview with the Blizzard's Environment Artist Michael Vicente. He talked about the AI replacing most of the 3d jobs in the industry. I am pretty worried that if it is going to…
Hello everyone, We are actually working on our first video game called Smithy's Odyssey. Here are a few renders of our objects and environments mainly realized by photogrammetry. You can also find some sketches of Smithy, our main character. Illustration : Margaux BOUVIER http://www.margaux-bouvier.com/2018/ We are waiting…
And here's some stuff from just the last month. I'm currently focusing on improving my hard-surface technique. After that, I'll be using the same models to work on my retopo/texturing (Blender/Substance) for UE4. And a bit of fun with photogrammetry. I've taken several thousand photos of old Korean statues and architecture…
I have only done a little with photogrammetry (and a lot more with laser scan data) but I have generally struggled to get really accurate scale. Based on the way his prints fit back into the real world, it seems like he has scale dead on accurate. I have been using 3d printing to develop intake parts for my auto-x/track…
Art or not art, there are some cool shots on Infinite-realities blog. I find these to be very useful for learning purposes. Analyzing real life is good, but seeing scanned data with plain blinn material provides another layer of information about shapes and their intensity/depth. It's almost like filtered reference for…
Greetings from Skull Theatre, While we continue working on our first game title Rustclad (learn more at rustclad.com) we have decided to make some of our 3D digital assets available for use by other game devs via the unity asset store. All models have been created from real-world objects using photogrammetry techniques.…
Greetings from Skull Theatre, While we continue working on our first game title Rustclad (learn more at rustclad.com) we have decided to make some of our 3D digital assets available for use by other game devs via the unity asset store. All models have been created from real-world objects using photogrammetry techniques.…
Hello in my humble opinion and very little knowledge, there are plenty of photogrammetry tools. cleaning and retopology take time to make it useable but they are awesome for many use-cases. I'll love to see your tool in action hopefully it makes awesome AI-created models I like to use software that can solve pipeline…
Bottom example does look like photogrammetry. Your higher-poly wall is pretty wasteful, has lots of unseen vertices between the bricks. Since this is a portfolio piece, optimization is really not all that important. Just make it look great, that's 98% of how it will be judged. Only 2% of the opinions are going to be about…
You would think so. But 3d viewports typically use linear perspective, whereas the human perceptual system (eyes+brain) uses complex nonlinear perspective. VR brings this a lot closer to human perception. But modeling in VR causes a bunch of other problems... fatigue, precision, etc. It can help to take reference photos,…