In my recent personal work, I’ve been passionate about creating high-fidelity room-scale VR environments in Unreal Engine 4, using a combination of photogrammetry and manual sculpting. During a trip to Hawaii, I captured several large environmental assets by taking thousands of DSLR photographs with my Nikkon D3300.

After processing the photographs and generating high-poly base geometry in Agisoft Photoscan, I then optimize the models for real-time VR using Zbrush, 3ds Max and Substance Painter. The final game-ready assets are prepared with PBR materials and low-poly geometry for use in Unreal Engine. I combine the optimized 3d scan elements with some models I designed and sculpted from scratch, to create a romanticized, hyper-reality interpretation of the ‘spirit’ of the place as I remembered it.