Release date:2019, February
Duration:06 h 31 m
Author:Guilherme Rambel
Skill level:Beginner
Language:English
Exercise files:Yes
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.
01. Introduction
02. What is Photogrammetry and How it Oorks
03. Photogrammetry Shooting
04. Image Pre-Processing and Color Correction
05. Image Pre-Processing and Color Correction in Lightroom
06. Reality Capture Basic Setup and Camera Alignment
07. Reality Capture Camera Alignment, Review and Reconstruction
08. Reality Capture Reconstruction Export
09. ZBrush Geo Decimation and Initial Clean Up
10. Maya Geometry Clean Up and UVs
11. Baking Additional Maps in Susbtance Painter and Xnormal
12. Unity Delight Tool and Object Scale Setup in Maya
13. PBR Calibration and Color Validation
14. Marmoset Scene Layout, Shader and Lighting
15. Marmoset Set Dressing and Final Render01. Introduction 02. What Is Photogrammetry And How It Works 03. Photogrammetry Shooting 04. Image Pre-processing And Color Correction 05. Image Pre-processing And Color Correction In Lightroom 06. Reality Capture Basic Setup And Camera Alignment 07. Reality Capture Camera Alignment, Review And Reconstruction 08. Reality Capture Reconstruction Export 09. Zbrush Geo Decimation And Initial Clean Up 10. Maya Geometry Clean Up And Uvs 11. Baking Additional Maps In Susbtance Painter And Xnormal 12. Unity Delight Tool And Object Scale Setup In Maya 13. PBR Calibration And Color Validation 14. Marmoset Scene Layout, Shader And Lighting 15. Marmoset Set Dressing And Final Render banner.jpg gur02_ProjectFiles.zip objs.7z Raw Images (JPG).7z Textures.7z
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