

Here it is, a new video of work I did earlier this year using photogrammetry and Unreal Engine. It has been some time since my last video. I have updated a lot of my equipment and workflows which took great effort. It is a next step in my project towards pushing what can be done with real time rendering and deliver an incredible playable experience. https://youtu.be/bXouFfqSfxg
First test running PhysX on a few leaves, having them find their place by gravity. It looks terrible now but the workflow seems to function. I have to work on the geometry, materials & layering a lot of variation to create groups.
One way of adding color variation to your objects based on world position in Unreal engine. You can use it to control other values such as roughness or masks. You can change out the texture for any tiling shape or gradient.
Basic auto focus system in unreal engine. It traces where you look at. From the point of impact, not the center of the object but its surface, it retrieves and sets the focus distance.
Solved more workflow issues and testing some of those results. Leaf orientation can use some work but it is getting there.
Bracken fern, need to consider adding a normal from baking down a high poly or a detail normal to break the flat look. Create some variation and work on the fall colored version.
A big thank you to everyone who supported me through Gumroad, making it possible for me to keep going. Would not have been able to do it without all of you. I will leave the bundle at 25$ permanently.
Aiming for early access end of December.
https://gumroad.com/l/oIgRG
Quick sketch, stress testing content and taking notes on what to change or add for final shots.






























