Hood: Outlaws & Legends | Photogrammetry Cliffs
Scan high poly in Marmoset

Scan high poly in Marmoset

Scan high poly in ZBrush for repairs

Scan high poly in ZBrush for repairs

Individual piece split off and repaired/given new sides in Zbrush

Individual piece split off and repaired/given new sides in Zbrush

Example usage in Marshland map

Example usage in Marshland map

Wireframe. A little high but we lodded these quite aggressively

Wireframe. A little high but we lodded these quite aggressively

Wireframe. A little high but we lodded these quite aggressively

Wireframe. A little high but we lodded these quite aggressively

Wireframe. A little high but we lodded these quite aggressively

Wireframe. A little high but we lodded these quite aggressively

Example usage of other photoscanned rock assets created using the same workflow

Example usage of other photoscanned rock assets created using the same workflow

Example usage of other photoscanned rock assets created using the same workflow

Example usage of other photoscanned rock assets created using the same workflow

Hood: Outlaws & Legends | Photogrammetry Cliffs

Early in production on Hood: Outlaws & Legends I worked on some photogrammetry assets to assess the viability of this workflow for our production schedule and art requirements, and to teach myself the processes and pipeline. This was before Megascans was made free via Unreal Engine.

I captured these small cliffs in Northumberland, UK, in an area popular with rock climbers. The scans were processed in Agisoft, and then taken into Zbrush for repairs. I decided to split out various pieces from the high-res mesh to create a modular kit and focus on the reusability of the pieces.

Splitting the pieces meant creating/extending sides so each mesh would be more versatile when it came to placing them in levels. Low poly meshes were made in 3ds Max using the polydraw/topology tools. For de-lighting I used Unity. Substance Painter was used for further clean up and clone stamping textures, as well as creating the roughness maps.

Each piece ended up using a 2k texture set and a tiling normal detail map.