It’s finally time to share some of the work I did for Eriksholm: The Stolen Dream!
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I am so happy that I actually got to dip my toes into working with photogrammetry at River End.
Although all the scan data was photographed before I joined the team, I handled a large portion of the processing all the way from Metashape > ZBrush > Blender/Maya > UV > Texturing, and finally they would end up as in-game characters or real-time cinematic meshes.
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Some characters were partially pre-processed in Metashape by Daniel Lundkvist, but every asset shown here was cleaned, refined, and further sculpted by me. After that, I posed each model, fitted it onto a Metahuman or one of our in-game meshes, and rigged it for use in the project.
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For the color data, I projected the scan’s vertex information onto a high-poly mesh in ZBrush using the "From UV Texture to Polypaint" tool, then baked it in Substance Painter as a Color ID, using that bake as my color base. I initially used xNormal for color baking, but Substance Painter consistently gave more accurate and reliable results, so I switched fully to using that workflow, and it worked great in the end
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A huge thanks to the amazing team I had the pleasure of working with from the River End team:
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Art Direction – Anders Hejdenberg
Additional Character work – Daniel Lundkvist