Workshop: Creating Assets for Games using Photogrammetry
Events
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Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Atlanta US   30, Aug — 4, Sep
SEATTLE US   31, Aug — 4, Sep
Latest comments
by Jeanette T. Clegg
7 hours ago

Your place is valueble for me. Thanks!… https://hotmail0909.weebly.com/blog

by mafhfuz@7cgi
10 hours ago

You have done an outstanding job. Greetings to Toivo Glumov and Natalie Kayurova.

It'd be great to see some kind of tutorial with tips how you made it.

Workshop: Creating Assets for Games using Photogrammetry
9 August, 2018
News

Gnomon has announced the release of a new workshop called Creating Assets for Games using Photogrammetry with Guilherme Rambelli. This course will demonstrate you the latest techniques for creating high-quality assets for games using photogrammetry, showing the concepts behind photogrammetry and, a way you can capture a full 360 asset by shooting photos from all necessary angles.

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.

Gnomon 

You can learn more and join the full course here

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