This…
…is not a photograph. It is
actual 3D model of a church from our game. Before I tell you all about how we created such photorealistic assets
(and, maybe surprisingly, why we are not using them in fully photorealistic way in our game), let us think about what makes it look real.
Look around you – do you see any tiling textures?
You shouldn’t, but if you do – look closer. That brick wall or those floor tiles are not, contrary to popular belief,
a textbook definition of tiling. Look how some edges are more worn out than others, how some parts seem smoother than others, how dirt and dust settled in certain areas. Some parts may be chipped off, some areas stained, on some parts mold or rust started to settle… Ok, maybe those last ones are not in your fancy neighborhood, but you get the point. And it’s all
not random either. If you really wanted it, you could probably make sense of it all. The floor might be more worn out around the front door, or where your chair wheels constantly scrub a patch of the floor, and the outer wall might be darker from the side that gets hit by the rain more often, etc.
You could make sense of it all, but who cares? Your brain usually doesn’t – it’s real, it’s normal, nothing to get excited about. However,
your brain does take notice when things are not normal. Like in video games. Even if on the unconscious level, your brain points out to you all those perfectly tiling textures, all those evenly worn-out surfaces, those stains placed in all the wrong places – and whispers in your ear: LOL!
I’m really proud of
Bulletstorm — I directed all of environment artist’s efforts — but well, sometimes art was just as crazy as the game itself. Take a look at this floor surface, does it seem
right to you?
It’s not that technical limitations prohibit developers from creating things that feel right, not on modern PCs and consoles anyway. The problem – if we put time and money constraints aside – is that more often than not the graphics artists’ brains don’t care about the conscious analysis of reality either. We can be as quick as you to point out unrealistic looking asset in other games, but we rarely stop to think about our own work. Need to make a brick wall texture? Basically a bunch of bricks stuck together? Old-looking? Sure thing boss! If we’re diligent, we may even glance at a photo or two before we get cracking. But even then, quite often we look but do not see.
In
The Vanishing of Ethan Carter, you’ll see some of the most realistic environment pieces ever created for a video game. Assets are no longer simplistic approximations of reality –
they are reality. But it’s not that somehow we have magically rewired our brains to be the ideal reality replicators…
Enter
photogrammetry.
With photogrammetry, we no longer create worlds while isolated from the world, surrounded by walls and screens. We get up, go out there and shot photos, lots of photos. And then some. Afterwards, a specialized software — we are using
Photoscan from Agisoft — looks at these photos, and stares at them until it can finally match every discernible detail from one photo to same exact feature in other photos taken from different angles. This results in a cloud of points in 3d space, representing real world object. From there, the software connects the dots to create a 3d model, and projects pixels from photographs to create a texture.
I’ll spare you the details about Lowe’s Scale Invariant Feature Transform (SIFT) algorithm, solving for camera intrinsic and extrinsic orientation parameters and other details of what that software does – all that matters is that you feed it with
good photos taken around some object and you get the
exact replica of that object, in 3D, in full color, with more detail than you could ever wish for.
Take a look at this slideshow to better understand the process of turning a bunch of photos into an amazing game asset:
You can find extra video in
today’s post on our Tumblr.
Photogrammetry is incredible. I have been making games for 20 years, I have worked with amazing talented artists on huge AAA blockbusters like Bulletstorm or Gears of War, and you could say I am not easily impressed in the art department. But each new photoscan gets me. So much detail, so many intricacies, but most importantly, all of them just make
deep sense. Cracks, stains, erosion – Mother Nature has worked a billion years on some of these assets, it’s almost unfair to expect comparable quality from artists who spend no more than few days on similar assets.
Enough convincing, see it for yourself. We have found a pretty new and unique way to let you experience photogrammetry of The Vanishing of Ethan Carter. What follows below is not just static screenshots of our game assets. After you click on the image, a 3D object is loaded, then the texture downloads and voila, you get to experience early glimpse into our game world.
You can orbit, pan and zoom camera around these objects, or just sit back and let the automatic rotation showcase them. I highly recommend to take charge of camera
(hold down LMB, rotation direction depends on the position of the mouse pointer in the image), especially after going full screen, to fully experience the detail and quality of these assets.
Speaking of quality – these are raw unprocessed scans, and some of them are actually lower res than what we have in the game.
39 photos taken around a cemetery statue, and you get
this.