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Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 7:49 am
by Rikk The Gaijin
Hi there! Few weeks ago CAPCOM had a technical presentation at CEDEC 2016 about the photogrammetry technique used for Resident Evil 7.
Here are few of the models I worked on. I was responsible for modelling, retopology, hair creation, shading, and rendering.
All the models were 3D-scanned and processed with Agisoft Photoscan. Cleaned, retopologized and detailed in zBrush. The hair were created with Ornatrix for 3DSMax. Rendered in Octane Render.

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Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 10:12 am
by Terryvfx
!@#$ I'm so impress dude! :o and want to know so many things like how much did it take you to make the shaders and is there any trick to get realistic hair in Octane?

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 10:36 am
by andrey.krivulya
Wow! Wow! Wow! Amazing!

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 10:46 am
by Elvissuperstar007
Terryvfx wrote:!@#$ I'm so impress dude! :o and want to know so many things like how much did it take you to make the shaders and is there any trick to get realistic hair in Octane?
viewtopic.php?f=24&t=54535

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 12:26 pm
by Rikk The Gaijin
Terryvfx wrote:!@#$ I'm so impress dude! :o and want to know so many things like how much did it take you to make the shaders and is there any trick to get realistic hair in Octane?
All my shaders are very simple and very fast to make. I try to be efficient, I believe you don't need super complex shader nodes to create something that look good. ;)

Fun fact: all the above renders were made in 2014, it was before Octane v2 came out, so the hair are actually polygons. Because of that, those scenes were quite heavy in memory :lol:

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Tue Sep 06, 2016 12:48 pm
by Terryvfx
Thank you that was very helpful! btw how do you apply the normal map to the hair? I mean you just map it across the automated UV map and tile it xxx number of times to get the effect?

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 2:17 am
by Rikk The Gaijin
Terryvfx wrote:Thank you that was very helpful! btw how do you apply the normal map to the hair? I mean you just map it across the automated UV map and tile it xxx number of times to get the effect?
I don't quite understand you question. Those hair are just geometry, they don't have any normal maps.

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 3:12 am
by oguzbir
I'm speechless Rikk. Very well done.

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 9:46 am
by Terryvfx
Ok so in the post by Elvis I saw this
Clipboard02.png
and was wondering if you used this technique and how, the hair looks really good.

Re: Resident Evil VII: Photogrammerty @CEDEC 2016

Posted: Wed Sep 07, 2016 10:49 am
by Rikk The Gaijin
Terryvfx wrote:Ok so in the post by Elvis I saw this
Clipboard02.png
and was wondering if you used this technique and how, the hair looks really good.
No, my hair use a default specular shader. ;)