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Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!
Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!
Grzegorz Baran, an artist from Ubisoft, released a mind-blowing guide to photogrammetry which is a result of over a year of his photogrammetry research. The 166-page document covers all key points for building photogrammetry-based PBR textures.
I wanted to scratch my photogrammetry experience together and create something, that would help to save somebody’s time, learn on mistakes I made and best practices I found.
I covered entire process in details from surface capture towards baking, seam removal, tweaking to getting final, useful, tileable in all directions high quality PBR material.
Key software I use: Agisoft Photoscan, ZBrush, Substance Designer and Substance Painter.
A preview of the guide from ArtStation:
The pack with the document also contains:
- _final_tweaks.sbs – Substance Designer graph the artist used to tweak materials
- plane_uv1to1.fbx – simple plane with 1:1 uv he used in Substance Painter to tile textures.