Captured real objects with Revopoint 3d scanner; remeshed in Zbrush; tweaked texture for branding; used unreal for final snapshots.
Unreal's nanite ability to withstand massive polycounts made me rethink dropping time for retopo. Instead I directed focus on a quick turnaround. Revopoint has limitations with texture fidelity that dslr photo/video capture and processing in programs like 'Reality Capture' or 'Zepher' wouldn't have, but this was a very fast process to scan and get to unreal with pieces that are ready for game or similar implementation. Polycount reduction could have been pushed as well.
Going to play around with other Kitchen related items for scanning. Wish me luck ^^
Zbrush turnarounds. Nearly a mil polys out of the cloud so I zremeshed each to get closer to 1k. Still very high poly for a game, but for ArchViz, I think it fits the bill.