Monday, March 18, 2019

The Cemetery Hill - proof of tech

One thing that I like about working with scanning is that it is easy to work iteratively and BIG to SMALL. It's easy to quickly generate a sparse pointcloud of the entire space (esp with 360 cameras), then refine per object to smaller, denser pointclouds. Then lastly, each asset can be optimized and made beautiful for a realtime environment. 

I feel good about ending out the term with a workflow that makes sense and can show results in just a couple of days. The Cemetery Hill project is just at the beginning, but the proof of tech can already be presented.

This first video shows how with a Substance Designer document, the same graph can be reused to de light, color correct, and bake all maps for multiple assets.




This video demonstrates the assembled scene in Unity. I can begin separating and cleaning up assets one by one. 


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Quain Courtyard pt 4, mild success