Building Environments With Photogrammetry
Using photogrammetry and modular design to build environments in Unreal
- 3D Scanning
- Tileable Meshes and Materials
- Unique Meshes
- Finalize Scene
What You’ll Learn
The course will go through the full process of modeling and sculpting environments in Unreal using photogrammetry. Students will begin the course by learning the scanning process and a basic blockout. Once they have mastered that, they will then learn how to create materials, meshes and modulars, so that they ultimately are able to produce a complete unique scene in Unreal. The emphasis throughout the course will be on photogrammetry, and the game art pipeline.
By the end of the course, students will have produced a portfolio-ready environment scene. They should have also gained the knowledge and tools necessary to continue adding to their portfolio with unique environments.
This workshop on building environments with photogrammetry will consist of eight live lessons and mentoring. You’ll learn core environment design skills and workflows and be part of a community of artists working to achieve next level quality in their work.
By the end of the workshop you'll:
- Know how to create your own scanned assets, from capture to in-game asset
- Know how to properly use scanned assets in a modern AAA game development pipeline
- Have mastered your workflow and realism with the use of photogrammetry
- Have created your own unique scene in Unreal, with unique modules, meshes, and materials
COURSE FORMAT: Standard
LECTURE TYPE: Live
FEEDBACK: Live mentoring in group
DURATION: 8 weeks
ASSIGNMENT: Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and time on assignments
Q&A: Once a week
MATERIALS: Photoshop, ZBrush and 3D packages such as Maya, 3Dsmax, Modo, blender should be known to follow along.
SKILLS LEVEL: Intermediate to Advance
PREREQUISITES: Knowledge of 3D Software Packages, substance designer, and unreal engine.
Curriculum
Vlad Vanzariuc
Vlad Vanzariuc has been in the gaming industry since 2011. He started his career at Ubisoft, creating assets for Ghost Recon: Future Soldier. In 2017, he joined Starbreeze Studios as a Senior Environment Artist. His current goal is to create an immersive world for the player, where they are able to empathize with the story. Vlad hopes to create lasting memories for the players who interact with his environments.

The Project




Learn to Build Environments with Photogrammetry
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