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Converse All Star sneaker - Photogrammetry PBR model [UE5]

Hello,
This is my take on creating photogrammetry model with accurate PBR textures. All shots were rendered in Unreal Engine 5 using Path Tracer method. Model creation process was done entirely in Reality Capture. For scene rendering I used megascans assets, only doormat is my own model. Added small breakdown with the most important points in my opinion. The whole process overview you can find under this video by amazing William Faucher:
https://www.youtube.com/watch?v=3mLBL7T-zgs
I highly recommend checking rest of his videos about photogrammetry and Unreal Engine 5.

Feel free to comment work :)

Sunny Shot

Sunny Shot

Sunny Shot

Sunny Shot

Overcast Shot

Overcast Shot

Evening Shot

Evening Shot

Evening Shot

Evening Shot

Main Shot

Main Shot

Closeup Shot

Closeup Shot

Closeup Shot

Closeup Shot

Closeup Shot

Closeup Shot

Closeup Shot

Closeup Shot

Decided to leave the toilet paper on the scan as I liked how clean it came in the end :)

Decided to leave the toilet paper on the scan as I liked how clean it came in the end :)

Some dirty shots :)

Some dirty shots :)

Detail Lighting

Detail Lighting

Metallic Pass

Metallic Pass

Roughness Pass

Roughness Pass

World Normal Map Pass

World Normal Map Pass

Model was made in Reality Capture with 479 photos being processed. I took 3 series of photos placing shoe in 3 different orientations. That way a lot of photos were overlapping with each others which greatly improved alligning process and helped software.

Model was made in Reality Capture with 479 photos being processed. I took 3 series of photos placing shoe in 3 different orientations. That way a lot of photos were overlapping with each others which greatly improved alligning process and helped software.

My first take didn't get me good results. It was only 170 photos and just 2 orientations so Reality Capture had a hard time aligning all the photos into one point cloud. To prevent alligning issues I painted small dots on the sole sides - red and green.

My first take didn't get me good results. It was only 170 photos and just 2 orientations so Reality Capture had a hard time aligning all the photos into one point cloud. To prevent alligning issues I painted small dots on the sole sides - red and green.

After model processing I took it to Zbrush to polish the sole. Rubber can't be grainy :) I didn't touch the fabric at this stage as I was planning to use color to generate additional normal map details in Substance Painter and fix all the issues there.

After model processing I took it to Zbrush to polish the sole. Rubber can't be grainy :) I didn't touch the fabric at this stage as I was planning to use color to generate additional normal map details in Substance Painter and fix all the issues there.

Then I created mid poly model using ZRemesher and imported it to Reality Capture to bake Color and Normal map from highpoly with previously polished sole.

Then I created mid poly model using ZRemesher and imported it to Reality Capture to bake Color and Normal map from highpoly with previously polished sole.

Here is the original base color vs...

Here is the original base color vs...

...my delighted base color. I came onto this idea of using baked ambient occlusion, inverting it and blending with Soft Light on 50% opacity. Changing opacity controls the delight effect intensity.

...my delighted base color. I came onto this idea of using baked ambient occlusion, inverting it and blending with Soft Light on 50% opacity. Changing opacity controls the delight effect intensity.

Doormat I created for the scene in Unreal Engine.

Doormat I created for the scene in Unreal Engine.

Sketchfab