Here there be trolls! (WIP)

recently started doing some art on my free time again many years of doing it “only” at work, and what better way to begin than to continue/reboot an old project of mine that I started back in 2014. Scanning and recreating the forest near where I live using Photogrammetry and only my Iphone for the pictures.

Now I’ve upgraded some since 2014, using an Iphone 7+ now instead of the 4 (or was it 5?) that I used back then, I’ve also invested in some real Photogrammetry software, so I am now using Reality Capture instead of the 123D Catch iPhone App :P

This is very much a learning experience and I am mostly just winging it when it comes to techniques and processes used.
At the moment I am still building up my asset library with scans and trees while slowly trying out the scene. So any layout you see here is only temporary as I try out the assets to see that they fit.

My general process so far looks something like this
* Take pictures with the Camera+ App which allows me to control things like ISO, shutter speed and whitebalance.

* Bring photos into Lightroom for adjustments(reduce contrast etc) before going into Reality Capture to process the scan.

* Build lowpoly using Instant Meshes(I am using tessellation in Unreal so the very even triangulation from Instant Meshes is perfect) in 3ds Max and then bake maps in Xnormal.

* I then use a mixture of Substance Painter(I use clone tool!) and Substance Designer to clean up and delight the textures before bringing it all into    Unreal.

Why I am doing this with an Iphone? Well it started out as a fun thing when I discovered the 123D Catch App. Then it just grew from there, I wanted to see what could be done without any “real” equipment. And as it turns out, you can get pretty decent scans with just a phone! Now of course it won’t be as sharp or high res as with a proper camera. But I think it is more than enough and more importantly, shows that you don’t need much to have fun with Photogrammetry!

These are all captured within 1 km of my apartment.

For the trees I manually modeled the branches and alphas inside 3Ds Max. For the smaller vegetation/foliage I used a bluescreen approach and created a simple normal in Substance Bitmap2Material, then relied on actual gemetry go give me the bigger shapes.

 

 

 

 

Moss layer in my master shader for quick additional moss and variation (High Res .gif)

Warhammer: Vermintide DLC: Castle Drachenfels

Ice and Snow

Here are some examples of shaders I created for the Warhammer Vermintide DLC, Karak Azgaraz

First one is an ice shader used for thick ice sheets and glacial ice. the second is a glitter shader  used on all snow surfaces.

You probably have to click the links to get to the high res versions as the snow glitter gets crushed in the compression. :/
https://gfycat.com/ScaredReflectingInsect

 

Photorealistic Canyon (well sort of)

This is a small personal project of mine, the goal was to recreate a photo as accurately as possible within a a game engine (BitSquid Tech)

The Stone Giant and His Cave

Tech Demo we made to demonstrate the new features of DX11, such as hardware tesselation and DoF. Based on the BitSquid Engine.

I was responsible for creating all environmental assets within the scene. Characters by Johan Lorentzen.

Lighting by myself and Isak Bergh


Polycount BRAWL Contest

Tor Frick and I just finished our entry for the Polycount BRAWL Tournament


Unearthly Challenge – Dead Men Tell no Tales

5th Place Champions

Collaboration with Tor Frick (Snefer)


Second beauty shot

Obliterator a.k.a. Pew Pew

District 9 Fan Art – Arc Gun

Lead and Gold – Gangs of the Wild West

ECLIPSE: CFG-9001

World in Conflict – Sovjet Assault

Bionic Commando: Rearmed 2

Heres some of my work on Bionic Commando: Rearmed 2 for the PS3 and Xbox360. I did all weapons and most of the mechanical enemies/bosses in the game.

Hamilton´s Great Adventure

Modelled and textured all environmental assets in the jungle and himalayan setting, aswell as most of the characters for the game. Also responsible for lighting many of the levels.