SGD-242: Photogrammetry
Photogrammetry based models made using Reality Capture. Low poly models made using Autodesk Maya.
Textures made using Substance Painter. Texture baking was made using xNormal (base color) and Substance Painter (others)
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Unreal Engine 4 Renders
An owl teapot modeled using photogrammetry. This model had 3 passes (taking pictures of the original object at 10-degree intervals): first (straight on), high, and low. Since the original object was too shiny, dulling spray was used. I modeled the teapot based on the high poly model exported from the photogrammetry software. The base color was baked in xNormal and the other maps were baked in Painter. I added the bottom of the teapot while I was texturing by taking a photo of the bottom with my phone then adjusting the position and colors in painter. I used the mask editor in painter to add different roughness to make the edges appear shinier for added realism.
Unreal Engine 4 Renders
A still life scene with seashells. I modeled each object individually and combined them into a singular model. I traditionally took pictures of both shells and took pictures of a sidewalk with my phone. The shell on the right of the first render had 3 passes: first, high, and low. The shell on the left just had 2 passes: first and high. I modeled both shells from the high poly models made from photogrammetry software and the ground was just a plane. Because the shell on the right is raised on the inside, I modeled that as well and textured by taking a photo of the bottom and then adjusting the position and colors in Painter. I baked the base color out in xNormal and the other maps in painter. I used the mask editor to mask some roughness only to the edges, to add realism to the shells and some grunge to the pavement.
Unreal Engine 4 Renders
A glass vase. In order to take photos of a glass object, I had to cover the object with chalk spray. I sprayed the object using multiple colors to catch more detail. This model had 2 passes: first and low. I modeled the low poly based on the high poly created using photogrammetry software, then modeled the inside based on a reference image. Texturing the vase was the most difficult part for me as I am unfamiliar with how glass shading works. I added condensation on the inside of the vase (which can be seen on Sketchfab from below) for added realism.
Unreal Engine 4 Renders
A small nature scene. I took the camera in the woods and found a stump a little ways from the classroom. In total, this model had 5 passes: first, detail, detail refinements, close detail, and close detail refinements. Since I took photos outside, I wanted to make sure there would be as little errors as possible, so I took many photos and reshot a few that were blurry. The resulting high poly model from the photogrammetry software was the highest I have worked with so far because of the surrounding foliage detail. Modeling the stump was a difficult process trying to figure out how to translate the detail from the high poly onto the low poly, especially for cracks. I modeled the small plant inside the stump as a rough approximation because you would only see it from a distance. For texturing this model, I used Painter instead of xNormal and baked the ID map using vertex colors as well as the other maps. I then tweaked the textures that did not bake correctly.