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Creating Assets For Games Using Photogrammetry

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Guilherme Rambelli

4:52:09

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  • 01. Introduction.mp4
    03:28
  • 02. What Is Photogrammetry And How It Works.mp4
    08:16
  • 03. Photogrammetry Shooting.mp4
    09:13
  • 04. Image Pre-processing And Color Correction.mp4
    10:31
  • 05. Image Pre-processing And Color Correction In Lightroom.mp4
    04:16
  • 06. Reality Capture Basic Setup And Camera Alignment.mp4
    06:20
  • 07. Reality Capture Camera Alignment, Review And Reconstruction.mp4
    05:53
  • 08. Reality Capture Reconstruction Export.mp4
    22:23
  • 09. Zbrush Geo Decimation And Initial Clean Up.mp4
    24:04
  • 10. Maya Geometry Clean Up And Uvs.mp4
    34:04
  • 11. Baking Additional Maps In Susbtance Painter And Xnormal.mp4
    13:25
  • 12. Unity Delight Tool And Object Scale Setup In Maya.mp4
    15:42
  • 13. PBR Calibration And Color Validation.mp4
    57:06
  • 14. Marmoset Scene Layout, Shader And Lighting.mp4
    30:50
  • 15. Marmoset Set Dressing And Final Render.mp4
    46:38
  • High Poly Asset Textured.zip
  • Raw Images.zip
  • Textures.zip
  • objs.zip
  • Description


    In this workshop, Guilherme Rambelli demonstrates, step-by-step, the latest techniques for creating high quality assets for games using photogrammetry. Guilherme begins by explaining the concepts behind photogrammetry and, through live action video, shows how to capture a full 360 asset by shooting photos from all necessary angles. The source images are then processed in Color Checker Passport and Adobe Lightroom, for full color correction following the Macbeth Chart. At this point the images can be processed in the photogrammetry software Reality Capture, for a high quality reconstruction of the scanned asset. The high resolution asset and associated texture are then exported for additional processing to reduce poly count and optimize topology. The low-poly geometry is created based on the high-res photoscan model using a combination of ZBrush and Maya for decimation, retopology and UVs. The textures maps (AO, Curvature, Tangent Normal, World Space Normal, Position map) are then baked in Substance Painter, and the Base Color and Bent Normal in Xnormal. These maps are used as Source Data for the Unity Delight tool to remove all Highlights and Shadows from the Base Color map, resulting in an unlit Albedo map. Once the Albedo map is generated, all PBR maps are created back in Substance Painter, using Substance Generators and Custom masks, to isolate specific features of the scan and to make sure a physical and accurate look of the asset can be achieved. Once the asset is ready, a Diorama will be assembled in Marmoset Toolbag to demonstrate techniques of scene assembly, lighting and post-processing to create a final render of the assets in the context of a game engine. For those looking to incorporate Photogrammetry into their projects, this title provides a thorough demonstration of production proven techniques.

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    Focused display
    Guilherme Rambelli
    Guilherme Rambelli
    Instructor's Courses

    Art Specialist - Photogrammetry @ Activision Treyarch

    The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators ...
    • language english
    • Training sessions 15
    • duration 4:52:09
    • Release Date 2023/06/18

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