Eriksholm - Scans & Sculpts

Viktor Lindh.

Viktor Lindh.

Sebastian.

Sebastian.

Mayor Jonas.

Mayor Jonas.

The Baron.

The Baron.

Sentry.

Sentry.

Kitchen Staff.

Kitchen Staff.

Servant.

Servant.

House Guard.

House Guard.

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