Working on Photogrammetry-Based Grass Textures
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Latest comments
by Keith Parker
10 min ago

This is techno-sorcery!

by Bob
4 hours ago

Unite India is here: https://unity.com/event/unite-india-2019

there is no need to create a vdb, but it works yes

Working on Photogrammetry-Based Grass Textures
16 October, 2017
News

Grzegorz Baran has recently presented his latest photogrammetry experiment. The artist created autumn grass texture with the help of Photoscan, ZBrush, Photoshop and Substance tools. Grzegorz has also shared a short breakdown, so let’s study his production process. 

Reconstructed into 39.5mln highpoly mesh from 179 images. I used Canon kit lens with focal length set to 35mm and aperture f/8. This is focal length I get the best results while scanning grass. I believe that 50mm would be even better, but takes too much time to capture as frame is too focused and needs even more overlapping. 24mm for grass doesn’t work very well as it has over detailed height differences. For tarmac I would definitely use 24mm. 

Grzegorz Baran 

Source location

Photoscan preview – 39.5mln highpoly mesh reconstructed 179 images

Zbrush – building and positioning low poly over high poly

Substance Painter – seam removal

Substance Designer – final tweaks and height map generation

PBR texture preview (albedo/normal/height/roughness/ao)

Here is the final texture:

 The breakdown was originally posted on ArtStation.
Source: ArtStation

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