First test with Agisoft Photoscan on a piece of lawn decor from my front yard. Showing here a game-ready low-poly LOD group.
PROCESS
32 pictures were taken on my T3i around the owl using Magic Latern for Dual ISO (gives me a higher dynamic range to cancel out shadows). These were then taken into Agisoft for point cloud and high poly mesh generation.
Once I have my high poly I take that into Instant Meshes to generate 3 levels of an LOD group (shown in my models here). These are taken into Blender for a quick UV unwrap, then re-exported to Substance Designer.
In Substance Designer I bake down my base colour, normals, AO, curvature, and position data from my high poly to each low poly in the LOD group. The base colour is run through some AO cancellation and the new high frequency/low frequency light cancellation nodes. The roughness is created using a generator which takes the AO and curvature data to create grunge. The cavity map is generated using the HBAO node with the baked normal map.
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