WIP Enivornment

Currently working on an environment scene in Unreal. Heading out to local areas to to capture natural objects: trees, vegetation, surfaces and rocks.

Utilizing Photogrammetry and photometric stereo for creating resources and assets.

This is to better understand and develop PCG’s in which I can more flexibly and intricately develop environments. It’s been of a daydream that my past experiences with external tools like Houdini that I would want the ability to do more of that within the engine.

Sakura Tree

When creating vegetation, I generally start with a quick hi - poly to better understand the structure and form. Various details explain why the tree has it’s shape and look so I iron that out to better preserve that look as create the vegetation and look to finalize and optimize down the line.

With Speedtree’s workflow, I can continue to swap out more finalized pieces as I go from the framework of the blockout.

Unreal 5 begs new questions into the mix of making vegetation so I’m looking to experiment with different ways of developing the leaves so that they are opaque.

Some things I won’t be able to get to just yet as I’m making things from scratch like wind system, variation in color, and at another area of interest is how seasons would impact creation of the leaves.

For the leaves, I used the photometric stereo technique. As I do my “reference trips,” I would bring a plastic box that would fit in one of the compartments of my camera backpack that I would store the leaves, flowers, etc. While back at home uploading my photos to the pc, I would go to the bathroom and setup my tripod and camera to capture all the photos. Afterwards, I would process.

Progress shot in Speedtree

Blockout where the flowers are just folded and curved planes of untextured leaf planes. This is to see the density and airiness I look to capture.

Hi poly

Other photogrammetry and Photometric Stereo Scans

Driving and running around finding resources at parks. beaches and hiking trails.


WIP_Hard Surface

Looking to brush up on hard surface modeling and have a little fun learning Blender, I decided to work on creating a stylized Toyota carina drift car. Looking to support the car with an environment as well.