Hello,
I’d like to show you my first pack for Asset Store: photorealistic rocks.
You can check it out here: Rocks Pack - Photoscanned | 3D Environments | Unity Asset Store
They are high quality photoscanned objects from my neighborhood, with 4k textures and PBR maps (no light information)
You can see the sample along with source scan (just click ‘More’ on embedded viewer and you’ll find link) on my Sketchfab portfolio:
f5fdf2c55bb347cea15b307e86e2f54d
Right now I’m creating photoscanned roots, trunks, and stumps with the same technique, would you be interested ?
It looks quite good. Although I’m not sure if 4k textures on rocks is very efficient. It would nice to see how they would look like with 256-512 size of compressed textures with normal maps.
Thanks Well, you can always use compression inside Unity, it all depends on purpose, let’s say someone would use it only as small stones, so he can scale it down in texture options to save space and memory. Someone else could built a big rocks out of them and wants to have good quality when you stand close. I’ve made a quick test with compression to 1k textures, it doesn’t make much difference from distance, but up close you see lack of detail. I just want to provide highest quality and it’s up to user what will do with it
The pack will have huge update 3.0 with completely new, remodeled, more detailed meshes with LOD stages and more efficient texture space use, also will have 50% update discount for limited time after publishing Stay tuned, update is submitted
@Stormbreaker Thanks Look for the key-word “photogrammetry”. I won’t go into details but in short, it involves going outside, searching interesting objects (in this case, rocks) shooting bunch of photos and processing them in special software (I’m using Agisoft PhotoScan) and after that I need to process the output into game asset It may seem easy but in fact it isn’t, you have to learn how to take good photos for photogrammetry, you need to wait for good weather, if you’re doing something outside. So it’s quite long and complicated process, but it pays off, you end up with uniqe models, with great, photorealistic textures, so players won’t see and think “meh, tiling texture”
You can see my other photoscanned assets in link in my signature or 3D gallery at my portfolio on Sketchfab
@l0cke there are different workflows, some prefer non-tileable, uniqe and higher resolution, others will use repeating detail textures, you can always downscale them and use with detail textures
I meant non-tilable main texture + tilable detail texture. With 1024 main texture and 512 detail texture you can achieve better effect than with one 4096.
@l0cke Still, it all depends what one means by “better effect” The con of using detail texture is visible repeating pattern on top of the base texture. If someone wants one, high-res they have it, if not, they can always scale them down for memory saving/performance