Photogrammetry Tree/soil and matching Substance Designer Terrain

This is a photogrammetry R&D that I've created and executed at HBO. The idea is to create a photogrammetry of a real world asset (in this case a tree) then you make it a game ready asset. The challenge is how to make this asset blend in a game environment seamlessly. The game terrain (where this asset is going to end up in the game) has to fit the captured soil look, quality and texture. So I made a substance designer terrain material that matched the soil around the tree. And use this material to gradually fade it in into the existing game terrain.

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Photogrammetry solve of the tree trunk and soil.

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The Actual picture of the tree trunk and soil

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Retopo

Sherif habashi 01 tree trunk hani
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Video 1 | Photogrammetry Tree/soil and matching Substance Designer Terrain

Video 2 | Photogrammetry Tree/soil and matching Substance Designer Terrain

Muddy Terrain

Sherif habashi tree texturemaps