Photogrammetry - VR Game Environment (process)

Final result with lighting (ingame Unity)

Final result with lighting (ingame Unity)

Excerpt of the photogrammetry library I built for the project.

Excerpt of the photogrammetry library I built for the project.

Reduced, textured and cleaned-up photogrammetry asset.

Reduced, textured and cleaned-up photogrammetry asset.

Uncleaned photogrammetry asset.

Uncleaned photogrammetry asset.

Integration of photogrammetry and 3D modelling.

Integration of photogrammetry and 3D modelling.

3D modeled asset: upper part of fireplace, with PBR materials in Substance.

3D modeled asset: upper part of fireplace, with PBR materials in Substance.

Photogrammetry asset: floor, with PBR materials in Substance.

Photogrammetry asset: floor, with PBR materials in Substance.

3D modeled asset: fire grate, with PBR materials in Substance.

3D modeled asset: fire grate, with PBR materials in Substance.

For a Lovecraftian VR horror game environment, we needed complex historical architecture, but didn't have the manpower to scuplt it all. I developed a photogrammetry library for modular assets that can be integrated with the 3D models. This was in 2015, before photogrammetry became industry standard. I used a pipeline that I learned from film VFX. All PBR materials with Substance, in-engine lighting.

Date
May 28, 2018