Did you try mixing photogrammetry and Unreal Engine 4? How hard is it to make scanned assets work inside the Epic’s engine?
Giorgio had to deal with the number of polygons, so that the model could work inside the engine. Eventually, he decreased the number from 1.000.000 to 1.800.
Here is the final render from Sketchfab:
Did you like his experiment and the final render? Don’t forget to share your examples of mixing UE4 and photogrammetry with us!