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Ground surfaces are incredibly complex and incredibly useful in building 3D worlds. While I haven't really come near to creating a bunch of seamless textures from these scans, that certainly shouldn't stop me from getting them in the "can" so you or anyone else can benefit from them. Eventually, I may even work them out into seamless textures. But for now enjoy all the scans you find useful.
Wet Rocky Earth
This one required shooting in falling snow and rain but I got it and I didn't lose a camera in the process. It just so happens that freezing your butt off is usually the cost of getting great overcast lighting.
Gray Metal Panel
These two metal panel scans were a great opportunity to scan a common texture from the real world. These panels were used on sidewalks and I was able to source a relatively clean subject and then follow it up with a duplicate of a rusty panel. At the least it is a very good texture reference complete with normals and height map. Hopefully it is actually a good study subject for comparison.
Cinder Stone Retaining Wall
This is one of my older scans from before I started capturing raw. 120 jpg images. It is still a beautiful asset that could very suitably be made into a tiling asset. I've also finally begun adding a gray geometry render so that you can see the detail levels of just the geometry. Enjoy!
Here is a series of scans that I've been looking forward to sharing. I had a nice asset that wasn't detailed enough for me in it's ropes. So I decided to scan it! I scanned in pieces and it required a little out-of-the-box thinking. I purchased the thickest hemp rope I could get my hands on (because scanning small items makes everything difficult). The Boom Hitch was scanned on it's side and the noose was scanned in a hanging position (luckily the rope was thick enough to hold it position even on my turntable). I did some nice rope segment scans so that a rope could easily be generated later for any desired use. I am now much happier with the detail of my 3D ropes. :)
This is the main scan that I set out to get. It's large and doesn't fit in my turntable space. But it has plenty of details for camera alignment. I ended up getting 250 images in overcast lighting and just about everything meshed well. You can't move anything around because it is scanned as it was, but I did grab a turntable scan of a matching pillow below, so you have a tiny bit of ability to dress your scene. I absolutely love capturing real-life organic subjects like all the folds in these blankets and sheets. Just so much fun when it directly translates from the real subject.
Sure these are pretty scans but I need them to run in real-time in a game engine. The entire process of translating a model from RAW scan into game ready asset is an art form all it's own (or at least an important job).
Luke Schloemer set out to create a UE4 asset pack out of the many props I've scanned (with my approval, of course). I'm very excited about this because I want to find ways to make my scans even more accessible to you.
Yes, they are for sale! But even beyond that Luke has undertaken to share his process with all of us (see below).
Step-by-step Breakdown from Scan to Game Engine
Permissions & Copyrights
Please feel free to use my 3D scans in your commercial productions. Credit is always welcome but not required.
Staying busy dreaming of synthetic film making while working as a VFX artist and scratching out time to write novels and be a dad to three.