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Photo-realism in Real-time Test | Happy Mushroom

At Happy Mushroom, we've been experimenting with custom high-quality photogrammetry within Unreal. Part of testing is to see how far we have to go until the render has a realistic feel and what else needs to be tweaked in order to achieve realism.

Our buddies at Gold Room Props were kind enough to let us borrow some crates and barrels in order to properly test this.

More Gold Room Props setups and Joshua Tree coming soon!

Credits:
- Safari Sosebee - Co-supervising, lighter, in-engine compositer
- Felix Jorge - Co-supervisor, Creative Director
- Tripp Topping - Assets artist
- Giovanni Shull - Assets artist

GoldRoomProps | UE4 Showcase

Unreal vs. Photo ref. Here we tried to match as close as possible the photogrammetry with photo.

Unreal vs. Photo ref. Here we tried to match as close as possible the photogrammetry with photo.

Slash view, early test

Slash view, early test

Part of figuring out Unreal is to compare it to another realistic renderer. I quickly mocked up a scene to thoroughly test how Unreal behaves.

Part of figuring out Unreal is to compare it to another realistic renderer. I quickly mocked up a scene to thoroughly test how Unreal behaves.

1. Clean plate
2. PHG asset
3. Set decoration

1. Clean plate
2. PHG asset
3. Set decoration

Shot of Gold Room Props warehouse interior.

Shot of Gold Room Props warehouse interior.

Another shot of Gold Room Props warehouse interior.

Another shot of Gold Room Props warehouse interior.

The stack of props to shoot!

The stack of props to shoot!

Here we photograph the props so we have great reference within Unreal.

Here we photograph the props so we have great reference within Unreal.

Me also capturing setup.

Me also capturing setup.