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Length: 8 Weeks
Lectures: Pre-Recorded each week
Assignment: Deadlines each week
Feedback: Individually recorded
Live Q&A: Once a week
*For classes with less than 6 students feedback may be provided during the live Q&A session.
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.
CGMA policy states that all students will have access to classroom content for the duration of the class plus 4 weeks to review content. After this time is up classroom content will no longer be available.
For those classes with live Q&As, Q&A recordings as well as feedback recordings will be available for up to 6 months after the class is complete.
CGMA policy allows students to miss up to 2 assignments per class before they become ineligible to receive their Certificate of Completion.
Introduction to the 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.
Because of the class's quick pace, a basic working knowledge of ZBrush is required