Photogrammetry in White Heaven

We've been very busy recently setting up a pipeline to use photogrammetry in our games. Recently, after "The Vanishing of Ethan Carter" has shown what can be done with it, it has become a must to look into.

We found it very interesting, and to have objects that really come from the Ayas valley in our game, we decided we needed it in White Heaven.

So, we've planned some visits in locations to do some captures. When got home and started working on the meshes, we understood that the quality we got in this way would have been extremely hard to replicate with canonical solutions: there's too much variation in real world objects, and using this technology we've been able to have that kind of variation with at a very fair price.

So, here are some screenshots of a selection of objects in game: hope you'll like them!