Working on Photogrammetry-Based Grass Textures
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Good work bro!

i focus on the composition and framing of my images and the silhouettes of my objects more than on the quality or complexity of the models or materials. http://geometrydashfree.com/

by Duacan
1 days ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

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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