Experimenting with Photogrammetry
Complex and heavy pipeline in order to produce
more assets variations from a single uncomplete one
Current production state of the following assets/packs
Done
WIP
Next

01 # DSLR Shooting
Grabbing billions of pixel information with approx. 500 shots for objects up to 3 meters

02 # DRONE Shooting
Scan an insane pixel information with roughly 2500 shots for terrain or mountain

03 # COLOR correction
Minimizing global tinting differences among defined uneven shots sessions

04 # HighDef base
Generate the final reference mesh for further map bakings and their specific LODs

05 # Remove Lighting
Removing highlights and shadows on the same textured HD ref for albedo bakings

09 # HLods bakings
Depth, Base Color and Normal maps are baked before final reconstruction and caping

08 # HLods
LODs are generated manually to guarantee a per use case maps optimization

07 # 8K aggregates
Aggregation of those 4K bakings into a tilable Repair Map for adds & caping

06 # BAKINGS
Baking several asset areas in order to produce tilable repairing maps for later adds

10 # Branches & Leaves
Creating different sets of fitting branches along with various leaves setup

11 # UEditor Lods Auto
Using any of the previous HLOD as a LOD0 for Unreal Editor auto LOD feature

12 # SKIRT Connexion
Integrate a separate skirt to better plug the entire asset on any ground with ease

13 # CAP bottom fitting
Finalizing 360 objects with a proper cap so that it can be used in any orientation

14 # Clutter & Grass
Cherry on cake with a natural clutter spreading and density














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