'Non-Conventional Use of Photogrammetry' - was the title given to my academic research paper I needed to conduct as my Graduation Work at DAE Howest, achieving considerable general praise and high mark (80%)
I always found Photogrammetry very powerful and under appreciated in the industry. I set out to answer 2 crucial questions in today's technological setting:
1. Is it feasible for a small or indie studio to utilize the technology without expensive equipment - if the do not require 1:1 photo realistic precision? - Can we incorporate the workflow into a modern PBR pipeline with ease?
2. Is it possible to stylize Photoscanned results to achieve a consistent looking artistic style that substantially deviates from its original version- thus creating stylized assets / environments with phtotgrammetry?
After a huge amount of work and learning I manged to answer both of these questions with a yes. The entire project was shot with a small tripod and an iPhone 11 Camera. I will let the results speak for themselves.
I was inspired by people like Trendt Boe Photogrammetry Reasearcher and Unreal specialist, who encouraged using the technology to acquire silhouette and shape, and use it with stylized textures, in his 2017 Brisbane Lecture to the UE4 Community.
An other key inspiration was the work of Grzegorz Baran, Material Expert at Ubisoft UK, who has an entire series dedicated to Photogrammetry and extensive knowledge on extracting data out of images.
I constructed several different iterations using the same assets I made with my pipeline. This shows the flexibility of the models and the way the player can view and interact with them
I constructed 4 vastly different scenes using the same assets, tweaking the Master Shader via the Substance to Unreal plugin. I wanted to push the shader as far as i can into the realms of stylization and see how different scenes can be made