Mushrooms! Some delightful photogrammetry of our little fungi friends. Mushrooms are always welcome in a cozy farm land, never know where they will be popping up!
Photogrammetry was the catalyst that kicked me off in Unreal and made me remember how much I loved creating games. Forever grateful that 3D scanning led me back to creating assets, environments, and worlds. Glad to be on this path and hopeful for a future in the industry 😊
We have a bumper crop of mushrooms this fall in Vancouver!
So many little mushrooms! Photogrammetry is powerful, but capturing small objects can take a bit of finesse,
I knew I had to add some mushrooms to the project, and since I am using UE5, a mid-poly nanite foliage pipeline is used. Reality Capture, though it has its quirks, is a very powerful for PBR workflows. Though one can get a bit crazy with nanite and virtual texture streaming, I find that it is important for optimization to dial things back a bit still if you are looking to gamify a scene. Instead of HP to LP bakes, it is now HP to MP bakes 😅
Clean UV's for easy editing in PS and Substance were critical and careful manual UV and baking was used. Gutters were made in Photoshop with Substance for baking and roughness (ORM) map generation.
Software used is Reality Capture, Photoshop, ZBrush, Blender, Substance Painter/Designer. Mushrooms were from both dinner table (Shitake) and the lawn that the building cleared shortly for leaves, so I felt less guilty harvesting them.