Character work for Enginefall
I was responsible for the scanning of various clothing items that we used as a starting point for outfits. Using photobased assets as a base sped up our pipeline considerably, and lead to very high quality results with a very small team.
Assets were captured in my own capture space in my home. Clothing was captured on a mannequin, I paid special attention to how folds were set on the mannequin considering the base pose of the bodies in game, and the needs of a first person shooter. Using various rope, string, tape, belts, and pins, I sculpted the clothing physically before capturing, to reduce the need for resculpting down the pipeline. Some clothing was captured to be used as a reference and sample library, or for kit bashing purposes. Depending if there was concept art to work off of, some items have belts and ropes specifically placed to match the concept, ensuring a high level of realism and fidelity.
---
Gear: Canon EOS 4000D, EF-S 35-55mm lens with a Polarized Filter, Godox R200 Ring Flash, Texxary R200 Ring Flash Polarizing Filter, AD200 battery, TX2-C trigger, Neewer Tripod.
Images were processed via Bridge/Camera Raw, before being processed in Reality Scan.
Final assets were exported at 15 million vertices each.