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  • Difficulty Level:

    workshop-level-i I
    intermediate

COURSE OVERVIEW

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.

Classroom Access Policy

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.

Certificate of Completion Policy

CGMA policy allows students to miss up to 2 assignments per class before they become ineligible to receive their Certificate of Completion.

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