Building a Scandinavian Forest with Substance and Photogrammetry
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Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.

Great job and very inspiring! Thanks for sharing.

Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.

Building a Scandinavian Forest with Substance and Photogrammetry
9 November, 2017
News

Allegorithmic has published a new article with Robert Berg about the way he mixed Substance tools and photogrammetry approach to create his marvelous Scandinavian forest. The post is basically a step-by-step guide that describes all the essential steps. 

Here are some details on how Robert jumped from RealityCapture to Substance:

Everything starts by exporting a high poly mesh with textures from RealityCapture. This could be tens of millions of tris, or a medium high poly around 1-2 million tris.

From the medium mesh I created a low poly by decimating it down to game resolution and doing some quick cleanup of ugly edges.

The initial bake of the Diffuse/BaseColor, Normal and AO is done in Xnormal. Those maps along with the lowpoly mesh are then brought into Substance Painter and Substance Designer for the cleanup work (more on that later) Inside Substance Painter I use the medium-poly mesh to bake out the additional maps such as World Space and Position Maps that can be used to add additional detail inside Substance Painter or as a part of the delighting process.

I always use the captured albedo for my assets, as that is, in my opinion, the thing that makes photogrammetry special. All those little details that are very hard to capture in a handcrafted material or model.

Robert Berg 

Make sure to read the full guide here

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