Website powered by

Ammonite Fossil

Ammonite fossil from my personal collection. Photos generated an initial mesh and texture in Substance Sampler. A Low poly version was made in Instant Meshes. The new low poly version was then given a bottom section and UV’d in 3DS Max. Substance Designer was used to project the details to the lower model. Adobe Photoshop was used to clone and expand texture to areas not covered by photos. Finally Substance Painter helped adjust all textures and create a roughness map.

Stuck an ammonite from my collection on some poster putty to keep it upright for the photo process. The model was created from about 80 photos.

Stuck an ammonite from my collection on some poster putty to keep it upright for the photo process. The model was created from about 80 photos.

Substance Sampler did a good job but obviously the bottom could not be photographed / created.

Substance Sampler did a good job but obviously the bottom could not be photographed / created.

The left mesh was created with a free program Instant Meshes. I brought it into 3DS Max and created the bottom of the ammonite.

The left mesh was created with a free program Instant Meshes. I brought it into 3DS Max and created the bottom of the ammonite.

Using Substance Designer I projected the texture from the scan to the new UV's of the lower poly model. This was taken into Photoshop and using a mix of generative fill and clone stamp, the missing segments were added

Using Substance Designer I projected the texture from the scan to the new UV's of the lower poly model. This was taken into Photoshop and using a mix of generative fill and clone stamp, the missing segments were added

With new segments, it was taken to Substance Painter where a roughness map was made and final edits to the seams with clone tools.

With new segments, it was taken to Substance Painter where a roughness map was made and final edits to the seams with clone tools.