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Photogrammetry Pipeline V1: Outdoor Photography to Finish

Release date:2018, May 19

Duration:07 h 49 m

Author:Matt Skonicki

Skill level:Intermediate


Exercise files:Yes

Course Description

In this course cover an introduction to photogrammetry specific to exterior daylight photography. Using Reality Capture and camera images taken on location, we create photo-realistic models and textures for in-game use in Unreal 4 using tools like zbrush, xnormal, and substance designer.

Learn the future of 3D texturing where Photogrammetry meets procedural workflow.

Software Versions covered:

Reality Capture RC, Zbrush 2018, Substance Designer 2018, Maya 2018, Photoshop, Xnormal 3.19, Marmoset Toolbag 3.04, Unreal 4.19

Table of Contents

1. Introduction
2. Raw Image Pre-Processing
3. Intro to Reality Capture
4. Zbrush Tile Baking
5. PBR Metallic/Roughness Workflow
6. Building Alpha Brushes
7. PBR Specular/Glossiness Workflow
8. Designer/Marmoset Toolbox Workflow
9. Exposures for Photogrammetry
10. Exporting Designer Materials
11. 3D Object Workflow
12. Re-meshing in Zbrush
13. Zbrush Exports

14. 3D Map Baking
15. Maya Base Camp
16. Designer Workflow: Mud Mountain
17. Prepping 3D Concrete Pile
18. Spatial Constraints
19. Concrete Slab Xnormal Bake
20. Reality Capture Issue
21. Designer Concrete Slab
22. Concrete Slab Exposures
23. Unreal Terrain Setup
24. 3D Mesh Setup
25. Unreal Level Build
26. VR Walkthrough
27. Packing Gloss/Spec/Occlusion

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