Sunday, 29 October 2017

Drains continued

Processed a couple more drains this week. Have got a good variety of drains/manholes now, so next up it's time for tarmac/road surface and some painted lines I've grabbed.

Workflow for this sort of thing is speeding up now I've got to grips with substances Bitmap2Material program.




Thursday, 19 October 2017

Drains

Finished off the last drain. Pretty happy with these for now. They may require a bit of tweaking once in engine.

Using POM with them really gives them that set in/stamped in look which I really like.

Have been loving the results I'm getting with photogrammetry. It gives you all those details that would take hours to sculpt in. Definitely the way to go when you're aiming for a photo real look.

Have just got my new Nikon D3400 through today so hoping to test that out on the weekend and capture some more cool stuff!




Sunday, 15 October 2017

Drain Scan Processing

Knocked a couple of drains out this weekend from scans...



Baked down, roughness and metalness generated in B2M with a bit of tweaking in PS

Thursday, 5 October 2017

Pavement Scan Processing

Some more pavement scan processing after a bit of time off.

Noticed that B2Ms default engine means that it only outputs at 2048 max (super handy....sigh). So switching it over means I can ACTUALLY process stuff at 4096 now.

Baked, tiled (on one axis) and roughness generated.

Once I've got a few more of these processed I'll jump into Unreal and see how they come together



Sunday, 24 September 2017

Pavement Scan

Starting again with some scan processing. This is a pretty basic and clean pavement surface, one of a few that'll be used in the patchwork-like make up of UK pavements.

Baked out and put through Substance B2M (Bitmap to Material) to get a roughness map. Hopefully getting a bit of reflectivity from the stones and adding a bit of variation to what is essentially a pretty bland texture.

The relief from the normal map is very slight, but fits with the kind of tarmac it is. There'll always be the opportunity to push it bit more later on, once I can see what it's like in engine, but I preferably want to keep this stuff as close to the scans as possible.


Tuesday, 29 August 2017

Photogrammetry - Curb mk.2

So I decided the scan I made before wasn't high detail enough, so recalculated using High quality point cloud (which took like 9 hours), high quality mesh, and then generated texture at 8k.

One of the problems with Agisoft is that when the texture is generated, the UVs are so bad and waste so much texture space, that saving out at 8k gives you more of a 4k quality texture. So in the future will have to export, UV, and then re-import. Bit of a ball ache.

After that it's make a low poly mesh and bake the normal and albedo using Xnormal.

There's still a fair bit I need to do with this one, generate roughness and metalness as well as clean up and make tiling. I hope to do this in substances B2M.

But for now here's a marmoset shot of the low poly with albedo and normal.


Monday, 21 August 2017

Photogrammetry - Drain

More scan processing, going to process these throughout the week and then start the optimising, baking and texturing on the weekend when I've got a bit more time


Sunday, 20 August 2017

Photogrammetry - Wall

Was a nice overcast day today, so a perfect opportunity to get some more scan data. The only problem I've come across is looking like a complete weirdo taking dozens of photos of a single wall or area on ground :/


Tuesday, 15 August 2017

Photogrammetry

Have been mucking about with agisoft and photogrammetry! Pretty awesome what you can knock up with a few photos!


Definitely going to incorporate more of this into my personal work!

Lighting seems to be the biggest hurdle here, waiting for an overcast day with neutral lighting is essential!

Going to bake this down and then grab a few other textures and features to see if I can make a mini street scene!

Monday, 7 August 2017

Karambit - Renders

Calling this one done, didn't want to go overboard with wear and tear, so kept it pretty subtle. 





Friday, 14 July 2017

Knife - Texturing

Made a start on the texturing side of things. Getting base materials on there in Substance painter and adding some wear. Very WiP still...

Sunday, 9 July 2017

Knife - Baking

All baked down now! Took a fair bit of tweaking but it's there.

Ended up separating the grip detail and baking that down on it's own, then overlaying it in substance. That way it gives me a bit more control with masking the edges out as opposed to the Normal edge blending smart material.

Took a bit longer than intended, but getting the bake perfect at this stage prevents other problems popping up during texturing.

Tuesday, 6 June 2017

Karambit - High Poly

High poly's all done now. Took a fair bit of tinkering to get the cut ins smoothing well for it but am happy with it now!

Handle ribbing and patterns done with floating high poly geo. Should be able to get some good dirt build up in those crevices!

Time to UV and bake down now!


Sunday, 21 May 2017

Karambit

So here's another little project I've got going, a Karambit, a South-East Asian blade that resembles a claw. It's usually held in reverse grip and is a damn cool looking weapon!


Have been working on the low poly for this, still needs some more work but is coming along quite well.


You might remember it from the brutal final fight scene of The Raid 2... and if you don't go watch it! It has some of the best fight scenes I've ever seen in a film!



Sunday, 14 May 2017

Boom tings

A weekend project to get me into substance painter. An m26 grenade. Modelled high, baked to low and textured using Substance painter 2. Really like it as a program, easy to use and tonnes of really cool features. Will be bashing out a few more of these short projects in the future




Wall Texture Experimentation

Playing about with this wall scan today. Experimenting with various ways of de-lighting it. Balancing things with existing window/wall ...