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Building Environments With Photogrammetry

Using photogrammetry and modular design to build environments in Unreal 

  • 3D Scanning
  • Tileable Meshes and Materials
  • Unique Meshes
  • Finalize Scene
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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

Week 1

Introduction & How to Start Scanning

Learn how to start scanning, from best practices, ideal time of day, and equipment. Take this all the way to the final scan in Reality Capture or equivalent. 

Week 1

Introduction & How to Start Scanning

Learn how to start scanning, from best practices, ideal time of day, and equipment. Take this all the way to the final scan in Reality Capture or equivalent. 

Week 2

Blockout

Create basic modular pieces, learning basic requirements of a blockout. Also take a look at the composition and basic lighting of final scene.

Week 2

Blockout

Create basic modular pieces, learning basic requirements of a blockout. Also take a look at the composition and basic lighting of final scene.

Week 3

Create Tileable Materials

Create a tileble material, from the raw scan to the final material. How to use these materials in a game art pipeline.

Week 3

Create Tileable Materials

Create a tileble material, from the raw scan to the final material. How to use these materials in a game art pipeline.

Week 4

Create Tileable Meshes

Create a tileable mesh that can tile in the x-axis, works well with modular workflow, and maintains scan quality.

Week 4

Create Tileable Meshes

Create a tileable mesh that can tile in the x-axis, works well with modular workflow, and maintains scan quality.

Week 5

Create Unique Meshes

Create a unique mesh from a scan that isn't used for tile. Techniques for retopologizing, and how to use them. 

Week 5

Create Unique Meshes

Create a unique mesh from a scan that isn't used for tile. Techniques for retopologizing, and how to use them. 

Week 6

Create Modular Pieces

How modularity is used in game pipeline. Start creating final piece.

Week 6

Create Modular Pieces

How modularity is used in game pipeline. Start creating final piece.

Week 7

Setup In Unreal

Utilize modules, meshes, and materials to set up project in Unreal. Set up shaders and start creating scene.

Week 7

Setup In Unreal

Utilize modules, meshes, and materials to set up project in Unreal. Set up shaders and start creating scene.

Week 8

Finalize the Scene

Flesh out scene up to final quality, from lighting to final shots.

Week 8

Finalize the Scene

Flesh out scene up to final quality, from lighting to final shots.

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. 

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The Project

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Learn to Build Environments with Photogrammetry

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