Unreal Engine 4 + Photogrammetry

Hello everyone!

Just working with Agisoft PhotoScan and wondering - how many developers use it to create a really photorealistic looking assets? Let me know what you think :slight_smile:

My hipoly experiments:



I’ve never used it but this stuff is really interesting. Great results man. I’d really love to try my hand at this sometime.

Really nice. Looks stunning!

Can you show a wireframe of the scenes?

Yea, sure :slight_smile: I didn’t mentioned but I didn’t do additional geometry optimisation on that objects, so… here they are:

Yeah…we did some photoscanning at the office and I also used it for the rocks I did for this project: https://forums.unrealengine.com/showthread.php?65349-Kingdom-of-the-Rock-Polycount-Throne-Room-Challenge just scroll down to see one of the final lowpolys made from the scanned data.

In general, I really love it and the visual detail variation and normalmap quality you can get out of it is absolutely unmatched! The only thing that really is annoying is all the clean up work or closing holes especially on rocks. It takes a while to really get used to it and its also a bit of just pain in the *** work :smiley:

But overall…I see a great future for photoscanning :slight_smile:


How would you go about getting normal-poly, normals and other stuff like tesselation map based on the scans?

  • Load the scanned obj in zBrush, turn its texture into a polypaint, thats a finished highpoly then
  • Clean up small issues on the HP
  • Duplicate tool and remesh it until you have a desired polycount (you can do this manually to make it super clean, but in these days, polycount isnt that important anymore, so you can still spend a few thousand on the LP and zRemesher does a clean job)
  • Export the LP to the 3d package of your choice, make UVs etc, clean up whatever^^
  • Load both HP and LP into Xnormal and bake down all the maps you want (Diffuse from the HP, AO, Normals, Height, Cavity etc)
  • I then use the baked diffuse texture that represents the texture of the original scan in my new LP UV space, and make a detail normal pass with nDo on it to get additional fine detail to blend into the baked normal map from the HP
  • Put everything together and be happy with a great rock/or whatever in the Engine of your choice :wink:

This is at least how I did it :wink: Hope this helps and cheers!

EDIT: I forgot to mention that I also do some frequency separation in PS on the diffuse texture after I baked it onto the LP to remove light and shadows from it :wink: Quite an important last step^^

Looks incredible, wish I had more to say :eek:

I`m using it too.

At the moment i use a work flow starting with agisofts photoscan, then bring the modell into Blender to bake the details to a Mid-poly modell (around 5.000-10.000 polys) which i created in Meshlab. I personaly dont close the holes for objekts which are always oriented in the same way like Treetrunks or dirt piles.

Have a look :smiley: ( http://siebencorgie.jimdo.com/start/photogrammetry/ )

For a “free” workflow i made a video :smiley:


I have no videos ATM but i do few test.

I tried it a while but i dont think its feasible for small developers like myself. The amount of work required per asset is not worth it in my opinion.
Unless i did it wrong.

But i tested with a rock. Took photos, got the mesh and textured result… only after i had to manually mask out the unused parts of the photos which took a while considering there were 50 photos.
Then you have to clean up highlights and shadows on your texture.

So it was a massive amount of work for 1 asset. And its not something you can script to repeat… you have to redo it manually. Unless you have awesome tools like Epic which calculates the shadows and takes them out for you. But i dont have that. I have a write and some fingers.

So yes i have used it but i dont see it as a solution to creating assets.
I do however use to get cool stuff like rock patterns and cracks and natural looking wear n tear of rocks. Create stamps from those and then use it to sculpt which i think is much more feasible because you do it once and can then reuse the stamps when sculpting rocks.

Thank you all for replies, it is always interesting to hear different thoughts from different developers.
I was quite excited from the very first results with PhotoScan, so personally I’m looking forward using it to my future projects :slight_smile:

My another take on creating simple scene with photoscanned mesh.

Looks really great. The colors are in perfect harmony.