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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