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[RELEASED] Photoscanned Trunks and Stumps | Now also compatible with Unity 4.x

Discussion in 'Works In Progress - Archive' started by mikolajspy, Apr 10, 2015.

  1. mikolajspy

    mikolajspy

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    3.0 Update is availabe, pack is even better! - http://u3d.as/fkf
    2015-10-23 19_21_27.jpg

    Also, check out Photoscanned Stumps Vol. 2 WIP - http://forum.unity3d.com/threads/wip-photoscanned-stumps-vol-2.362901/
    --------------------------
    Hello,
    as some of you might noticed, I've recently got published my 'Photoscanned rocks pack' in Asset Store (http://u3d.as/cCd)
    Currently I'm working on another photorealistic asset pack, as title says, roots, trunks and stumps.
    First, I'll show you some of the scans:






    Right now I've made few of them as game assets, such as that log:



    I have a question to you: In stumps, would you like me to fill those gaps in the bottom, those part underground (for example add there some dirty roots texture or something) so you can rotate it, or can I leave it empty?
    Let me know what do you think about it :)
     
    Last edited: Oct 28, 2015
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  2. Kirbyrawr

    Kirbyrawr

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    Those ones looks cool! Keep it up :3
     
  3. nasos_333

    nasos_333

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    Seriously stunning :)

    Is there a release date and price estimate for these ?
     
  4. mikolajspy

    mikolajspy

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    Thank you :)
    I guess it could be done in week or two and price would be 30$ I think. I'm planning to have around 6 stumps, 1 log, 2 roots clumps, or maybe I'll separate them and have around 4-6 single, and one or two fallen trees:



    And here's one roots clump I'm talking about, it's scan only, I'm just starting to work on them:

     
    Last edited: Oct 23, 2015
  5. nasos_333

    nasos_333

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    Very nice, cant wait for it

    I am mostly interested in the old stump (first in the post)

    Also the ground is very nice, is it possible to include one with the leaves as well ?

    Also in the conversion texture seems lower, would be great if textures could have a max version for uber detail (maybe baked in a normal/paralax map ?)
     
  6. mikolajspy

    mikolajspy

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    I'm also in the process of creating high-detail photosourced ground textures, but it's for different pack, I'll get to it when I'll finish this one ;)
    All textures will have maximum of 4k, normalmaps baked from very high density scans.
    Here's screen of one stump up close:
    Stump01.jpg
     
  7. proandrius

    proandrius

    Unity Technologies

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    Looks amazing. :)
     
  8. macdude2

    macdude2

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    What technology do you use to do the scan? The detail is absolutely mind-blowing!
     
  9. Mauri

    Mauri

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    I think it might be Photogrammetry. You shoot an object from different angles, paste those photos through an program (in this case Agisoft PhotoScan) which then converts it into a 3D model. As easy as this sounds, it's not. Still, it's a great technique. A game which makes use of it is 'The Vanishing of Ethan Carter' for example :)
     
  10. mikolajspy

    mikolajspy

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    Mauri is right ;) Altought it may look like easy thing, it's hard to master, I've made many mistakes before I reached quality I have now. It can bring a lot of realism to your project, scanned objects have uniqe textures. For example rocks/stones: you don't have visible pattern over and over on all assets, take a look: http://u3d.as/cCd Even with 11 rocks, you have a huge diversity, especially when you scale and rotate them differently, and it doesn't feel repetitive as when using tileable texture :)
     
  11. mikolajspy

    mikolajspy

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    Update, stumps in front have ~300-600 tris, and bigger ones in back ~5k tris:
    Stumps_WIP1.jpg Stumps_WIP2.jpg
     
  12. mikolajspy

    mikolajspy

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    Another update ;) I've tought that fallen trees trunks should be filled so you can rotate it however you wish :) Currently almost all assets have 300-700 tris, so you will be able to use it even for mobile, and don't worry, it still looks cool thanks to normalmaps ;)
    Trunks_WIP3.jpg Trunks_WIP4.jpg Trunks_WIP_5_Closeup.jpg
     
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  13. mikolajspy

    mikolajspy

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    Final update, now I need to make Asset Store shots. Price will be 30$, I'll let you know if this pack will be available on marketplace :)
    Trunks,stumps and roots_WIP5.jpg Trunks,stumps and roots_WIP6.jpg Trunks,stumps and roots_WIP7.jpg
     
  14. FuzzyQuills

    FuzzyQuills

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    3D scanning?! For mobile too?! WAT SORCERY IS THIS?! :D

    Just kidding! Looking amazing! :)
     
  15. mikolajspy

    mikolajspy

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    haha, this sorcery is called skills :D
    Thanks

    I've just submitted pack for Asset Store and waiting for review, stay tuned :)
     
  16. one_one

    one_one

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    Does the pack include heightmaps?
     
  17. mikolajspy

    mikolajspy

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    No, it has Normalmaps, but you can always convert them to Heightmaps if you want
     
  18. one_one

    one_one

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    Does it contain AO maps then? If not, you could add even more value to the pack by baking AO (and probably also reduce the photographed AO in the albedo texture). That should be fairly straightforward considering you've got both the high and low res meshes.
     
  19. mikolajspy

    mikolajspy

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    As far as I know, AO is not neccessary needed in PBR, Albedo texture has no lighting information, everything is generated in engine. If someone really needs AO, it can also be converted from Normalmap :)
     
  20. hippocoder

    hippocoder

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    Unity's pbr shader has an AO slot to assist in lighting. It is not generated in engine, as you put it.
     
  21. Cascho01

    Cascho01

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    Nice Sketchfab scenes!
    Wondering when Unitys WebGL will finally reach this quality....
     
  22. mikolajspy

    mikolajspy

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    @hippocoder I heard that Unity has SSAO, so it's generated. Anyway it's not a big deal if assets looks good, and one can convert Normalmaps to AO
    @Cascho01 thanks :)

    BTW, I'm still waiting for package review, I hope it will be done in next week :)
     
  23. one_one

    one_one

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    SSAO is quite different from textured AO, in some cases using both doesn't make sense. So for those who don't use SSAO, providing an AO map would be great because baking those with the actual meshes will be much better than generating it from normal maps . I'm kind of curious why you're resisting the general idea of AO maps though...
     
  24. PvTGreg

    PvTGreg

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    do you do this with a regular camera? dslr? and are there any tutorials for this kind of work?
     
  25. mikolajspy

    mikolajspy

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    @christoph_r Well, you're right, but baking from original scans makes a lot of trouble, most of them have holes at bottom which makes artifacts and it takes time to correct them manualy (I've spend quite a long time with Normalmaps)
    @PvTGreg with quite regular, but very good digital camera. There are few tutorials, try to google them ;)
     
  26. mikolajspy

    mikolajspy

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    I just want to let you know, that I was declined because of some small texture issues that I need to clean up. Because of that, I've decided to take more time and provide decent AO as you requested :)
     
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  27. mikolajspy

    mikolajspy

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    AO maps added, minor errors fixed, I'll submit this pack soon :)
    Trunks_WIP5.jpg Trunks_WIP6.jpg
     
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  28. mikolajspy

    mikolajspy

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    I've just submitted fixed version, hopefully everything will be fine this time.
    Meantime, you can check out updated rocks pack, they have nice AO now: http://u3d.as/cCd ;)
     
  29. mikolajspy

    mikolajspy

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    Hello,
    Thanks for your support, the pack is available on AssetStore, I hope you'll enjoy it :D
    http://u3d.as/fkf
    You can combine it with my Photoscanned Rocks pack to ge even more realism :)
     
  30. nasos_333

    nasos_333

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    Hi, nice work.

    Is there any chance to include super high resolution maps in the pack later ?

    Right now there is a difference between the OP pics and the pack shots.

    Or maybe it is hard to access since all material is so small. Are there any very big pics of each item ?

    Thanks

    EDIT: Scratch the above, textures look amazing in the Sketchfabs, is it possible to get a sketchfab of the big tree root with the green moss ? That is the item i want the most, so a Sketchfab would greatly help decide on the pack purhsase.

    Thanks again
     
    Last edited: May 21, 2015
  31. mikolajspy

    mikolajspy

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    Sure, I've uploaded game-ready asset on Sketchfab :) Thank you very much for interest :)
     
  32. nasos_333

    nasos_333

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    Great, thanks a lot :)
     
  33. mikolajspy

    mikolajspy

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    Pack will be soon updated to 3.0
    Whats new:
    - changed shader
    - better, sharper textures at smaller file size (compressed *.png's instead of current *.tga)
    - fixed few meshes and LODs errors
    - scale fixes
    - few minor issues removed
    New icon and images, better screens showing practical use in connection with my other packs.
    If you were hesitating if it's worth buying, I hope now you don't have doubts, buy it now and wait for update! - http://u3d.as/fkf
    2015-10-23 19_21_27.jpg

    There will be Photoscanned Stumps Vol. 2 soon, you can keep in touch at this thread - http://forum.unity3d.com/threads/wip-photoscanned-stumps-vol-2.362901/
     
    Last edited: Oct 23, 2015
  34. mikolajspy

    mikolajspy

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    New version has been just released, I think it will be last update to this pack :) - http://u3d.as/fkf
     
  35. mikolajspy

    mikolajspy

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    Small update - this pack is now backwards compatible with Unity 4.x :)
     
    Last edited: Mar 29, 2016
  36. nasos_333

    nasos_333

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    Great, thanks for the updates, keep up the great work