How to Make Textures from Photogrammetry?
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Latest comments
by Démoléon Jérémie
2 hours ago

Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .

Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.

by Ku ê
3 hours ago


How to Make Textures from Photogrammetry?
7 March, 2017
Gumroad user sebvhe has a nice free tutorial on creating tileable textures from photogrammetry. The guide covers the whole process from using camera to create all the necessary maps to use in engines. 

The artist is using a cobblestone texture for this tutorial, which you can get for free here.

It is worth noting that basic knowledge of Photoshop, any 3D app, and the high poly to low poly workflow is required to understand the guide. 

The artist uses software such as Agisoft Photoscan, Photoshop and ZBrush. You can use any similar tools. For example, you can get started with Autodesk 123D Catch for free. 

Get the guide

Make sure to check out sebvhe’s other projects here. Free materials, awesome texture packs and more. 

Preview image by Matthew Moult.

Source: sebvhe

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