Operation: The Hunt

Photogrammetry process

Photogrammetry process

For this scene I wanted to explore creating foliage trough photogrammetry. I created a scene of a hunter's equipment he would use in a jungle. I was very inspired by Tomb Raider's camps that show up throughout the game and wanted to reference that and pay homage by showcasing Lara's signature weapon the new series, which is the bow. I created the foliage using a photogrammetry process with SpeedTree. I also used SpeedTree to create trees that cast shadows on the scene. The rest of the models I made inside Maya and Zbrush. This scene is that last that was part of my mentorship with Ubisoft's Associate Art Director, Billy Matjiunis. Although I was more independent then on the past scenes. I only utilized Megascans for a placing a few objects on the ground that wouldn't be seen as much and mostly out of focus, otherwise, all content was created by me. I am also fully responsible for all the lighting on the scene and post process. For the ground I utilized a mix of vertex paint with dithering.