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[Tutorials] CGWorkshops - Photogrammetry for Games

[Tutorials] CGWorkshops - Photogrammetry for Games
CGWorkshops – Photogrammetry for Games
Photogrammetry is the process of pulling visual data from an array of photographs for the purpose of generating fully textured high poly models. This is a tool used in many different industries such as map making, archaeology, and cinema.

Only recently has this process begun to creep into the video game industry, with the most notable example to date being EA’s Star Wars: BattleFront. Photogrammetry has significantly raised the quality level people expect out of their games, and will become much more of a standard practice in the years to come. This technique is about to really catch fire!

In this class you will gain mastery of the associated software, and the photography techniques required to yield the best results. Not only this, but you will also learn how this practice fits into a game development pipeline- translating your photogrammetry creations into industry standard game models for use in real time engines, and surfaced in physics based materials.
WEEK BY WEEK OUTLINE
Week 1 – Introduction to Photogrammetry

Overview of Photogrammetry, and practical application in modern day video games
Touch on required software packages
Basic photogrammetry techniques
Discuss ideal qualities in photos for the best image processing

Week 2 – Isolated Objects

Students are to choose a theme for their isolated object shooting sessions
Advanced photogrammetry techniques
How to handle objects with bright specularity
Discuss how to setup a rig for shooting isolated objects

Week 3 – Facades

Students are to choose a theme for their assortment of facades
Overview of photography techniques specific to facades
Discuss time of day, ideal lighting conditions for shooting outside, and work-arounds

Week 4 – Cleaning Up the Data

How to import models and textures into ZBrush
Cleaning up scan data in ZBrush: geometry, and textures
Looking ahead! Overview of industry standard game model creation
UV mapping theory and practices

Week 5 – Building the Final Assets

Students will learn how to make texture bakes, and what the roles of the various bakes are
Looking ahead! Overview of physics based materials (PBR)

Week 6 – Bringing It All Together

Introduction to the Marmoset Toolbag

How to import your model
How to construct a material
How to set up your scene

WHAT YOU’LL NEED
Software

Minimum camera requirement: Iphone or smartphone camera is acceptable.
Agisoft Photoscan
Zbrush
Knald or Xnormal
Photoshop
Marmoset Toolbag

*Photoscan, and Marmoset have trial versions available. If using trial versions of the software DO NOT INSTALL those packages until the course instructor says to, due to the trial periods ending after 30 days.

Required Knowledge

Because of the class’s quick pace, a basic working knowledge of ZBrush is required


29-Sep-16 Admin 1 457 0
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