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Photogrammetry Materials

Project Overview

I chose to try out a new material workflow using photogrammetry, so I visited a local historical site. It was cool to find materials at a place I visited a lot as a kid. Transforming these materials into seamless textures was challenging, but it reignited my enthusiasm for Substance Designer and material creation.

thumbnail_insta.png
stone_wall_breakdown.png
stone_wall_layout.jpg
stone_wall_ball_insta.png
dirt_breakdown.png
dirt_layout.jpg
dirt_ball_insta.png
brick_wall_breakdown.png
brick_wall_layout.jpg
brick_ball_insta.png
barn_wood_breakdown.png
barn_wood_layout-2.jpg
barn_wood_ball_insta.png
pattern_brick_breakdown.png
pattern_brick_layout.jpg
pattern_brick_insta.png

Breakdown

The process began with gathering reference photos of the Waveland Historic Site in Lexington, Kentucky. I used these images to generate a high-poly 3D mesh in 3DZephyr, which I then imported into 3ds Max to accurately align a low-poly plane. I baked the high-poly details onto the low-poly mesh using Substance Painter and Designer, which provided most of the essential texture maps. Final touches involved refining and creating seamless textures in both Substance Painter and Photoshop.

Waveland-Cabin_D9345EB9-5056-A36A-08C3647BE6FFFC91-d9345d595056a36_d9345f18-5056-a36a-08f0
Waveland-Mansion_1520F4BA-0B2A-5D2B-8C2B7421392D76D3-1520efd7977db1f_152100c3-e5c1-839b-a6
3dzephyr.png
Screenshot 2025-08-01 220343_edited.jpg
Screenshot 2025-08-01 220602.png
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