Skip to content
Media 1 for listing Open World Demo Collection

Description

About this pack

Each asset has been created using photographs of a real world object.

Our Process

For larger assets such as rocks, ground tiles, cliffs faces and tree trunks, reconstruction was performed directly from photographs using a process called photogrammetry. These assets were then put through a proprietary 'de-lighting' process to make them suitable for use in any lighting scenario. Specular and roughness maps where then created to take full advantage of Unreal Engine 4's Physically Based Rendering architecture. Finally game-optimized assets were generated with normal maps, LODs and collision meshes.

For vegetation such as flowers, bushes and grass we used color calibrated reference photography shot in the field to more accurately model and texture these assets.

Curious about our photo-reconstruction process? Watch our GDC 2015 session here!

Included formats

  • logo of Unreal Engine format