Quigley’s Rock…

Recently I spent a week in Inishowen, Donegal where I took a tripod, monopod, laser measuring tape, Macbeth card and a Nikon DSLR with the express purpose of taking a holiday but also doing some proper 3D scans when I could 🙂 Long photogrammetry sessions were impossible on some coastal trips up there, but I did manage to get quite a few partial scans, three or four decent ones and I learnt a truckload during the exercise. Right now I’m in the process of trying to mesh the scans and break them up into usable modular assets as part of a full “Irish Coast” biome, including LODs at 16k, 8k, 4k and 2k tris.

I’ve refined my pipeline a bit too, incorporating Substance Painter 2 into the mix (it has useful simultaneous multiple texture painting features that have been a huge time saver in the mesh cleanup process) and I’ve had a look at Megascans too, which promises to be an essential part of working with PBR. Here is one of the scans that required the least amount of cleanup, click for large versions.






Here is a comparison of the LODs, from 16k tris (nearest) down to 2k at the back




Finally, here is a link to a Marmoset Viewer version that you can navigate in realtime on my Artstation page. (You can move the light by holding shift and mousing around)






~ by petemcnally on September 1, 2016.

2 Responses to “Quigley’s Rock…”

  1. What are the standard processes for making a movie prop asset?

    • It depends on the prop, if it is movable or static, foreground or background, organic or man made. Photogrammetry would be a good start for any of those cases, but sometimes it is just easier to 3D model it by hand.

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