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Chinese Vase

Probably the most challenging thing I’ve done with Photogrammetry thus far, primarily because it’s an extremely reflective surface. However the initial generation was not the worst thing that I have seen before, it was oddly enough the blue painted sections that did not have much detail in them and where left with holes in them. Once they were fixed in Substance Painter after baking the maps using Substance Designer, I got to work on it.

First phase was to re-generate the normal map detail, as the current one was pretty useless and had taken in a lot of the detail of reflected scenes, so I had to manually generate a new normal map. The issue was after this was the normal would show very obvious seams along the UV edges. How I got around this problem was to place everything into substance painter and manually remove the seams, this also effected the roughness map as I generated both using the Albedo.

Textures are 4K, only Albedo, Normal and Roughness where needed for this.