From Photogrammetry to Unreal
- L K
- Dec 9, 2021
- 1 min read
3DF Zephyr Textured Mesh.
Cropped and rotated in 3DF Zephyr

Mesh imported into Maya

Low Poly mesh created using the quad draw tool

Flattened and cut UV map. Definite room for improvement with some stretched polygons.

Unflattened UV

LOD3 created from transferring details of LOD4 (source) to low poly LOD0 (target)
Using sculpt layers to fix any issues such as overlapping polygons
Retexturing in Quixel Mixer

Retexture comparison to photoscan textured mesh.
Alignment and lighting differences aside, it's obvious that manually retexturing would take a lot more time and layering to get close to the quality variation in the photoscan.
The retextured mesh is more muddy and is missing the granular detail.

Imported into Unreal Engine
















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