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Creating Assets for Games using Photogrammetry

with Guilherme Rambelli


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.

Duration: 4h 31m

Format: HD 1920x1080

Guilherme Rambelli

Art Specialist - Photogrammetry @ Activision Treyarch

Guilherme Rambelli is a Senior 3D Artist with more than 8 years of experience in the entertainment and technology industry. He has created a variety of 3D art for clients including Electronic Arts, Quixel Megascans, Unity 3D, Intel, NASA, CGMA, Harvard, and DICE Los Angeles on Battlefield 1 and Battlefield 5

He also established the photogrammetry pipeline for journalism at the The New York Times Research & Development lab and has accrued 2 Webby Awards as well as an Emmy Nomination. Guilherme currently works at Activision — Treyarch as an Art Specialist in Photogrammetry, advancing real-time graphics with capturing reality techniques.