u/TheStandardMesh

Image 1 — Requesting technical critiques: 10M Poly Photogrammetry Capture (Weathered Bronze)
Image 2 — Requesting technical critiques: 10M Poly Photogrammetry Capture (Weathered Bronze)
Image 3 — Requesting technical critiques: 10M Poly Photogrammetry Capture (Weathered Bronze)
Image 4 — Requesting technical critiques: 10M Poly Photogrammetry Capture (Weathered Bronze)

Requesting technical critiques: 10M Poly Photogrammetry Capture (Weathered Bronze)

Hey everyone, I’m looking to get some fresh eyes on this raw photogrammetry master asset. My goal was to capture the absolute physical micro-textures of an oxidized bronze monument without losing the high-frequency sculpted details to decimation.

The specs:

  • 9.7M Polygons / 4.8M Vertices (Open shell)
  • 16K Raw Albedo/Diffuse + 8K Proxy Map
  • Captured via S26 Ultra (RAW DNG via Open Camera)

I’m looking for feedback on the overall form factor, the mesh topology, and how well the physical micro-weathering translates when swapping between the unlit albedo pass and a standard light setup.

Let me know what you think! I’ll drop a link to the free download in the comments so you can grab the source files and stress-test the mesh directly.

u/TheStandardMesh — 8 days ago
▲ 4 r/vfx

Lookdev/Pipeline feedback: 16K raw unlit overcast bas-relief asset (Free 10M Poly source link)

Hey technical artists and lookdev folks,

I’m looking to get some strict feedback on the utility of this scan asset for environment production pipelines. I've focused entirely on preserving texture clarity and color accuracy without introducing baked procedural tricks.

This is a raw, non-decimated 10M triangle open-shell mesh. The texture is a flat, overcast 16K albedo pass with zero de-lighting or procedural sharpening applied, giving you a completely neutral canvas for custom lookdev and shading networks.

I'd love to know how an asset of this raw density and texture scale fits into your current workflows, and if the overcast lighting separation feels clean enough for your shading pipelines.

Appreciate any harsh technical critiques you can throw my way! I've linked the full free source file in the comments for anyone willing to test it out.

u/TheStandardMesh — 9 days ago

Testing a 16K unlit texture pipeline on a 10M poly raw bronze bas-relief scan (Free high-poly source link inside)

Hey everyone,

I’ve been working on pushing my raw photogrammetry reconstruction pipeline past my usual limits, moving away from decimated assets to preserve true master-level source data.

This is an oxidized bronze relief family monument. It’s a 10M+ triangle cropped open-shell mesh with a raw 16K albedo map. I processed this through a dedicated darktable pipeline to keep the overcast lighting completely flat and un-delighted, with zero procedural generation or decimation artifacts.

I'd really appreciate some feedback from this sub on the surface noise management on the weathered bronze and how the texture resolution holds up on the close-ups.

Let me know what you think of the raw output data! I will drop a link to the free source files in the comments for anyone who wants to check the UVs or mesh density.

u/TheStandardMesh — 9 days ago