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Creating Assets for Games using Photogrammetry with Guilherme Rambelli 

The Gnomon Workshop
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In this Workshop, Guilherme Rambelli demonstrates step-by-step, the latest techniques of creating high quality assets for games, using photogrammetry. First Guilherme will explain the concept behind photogrammetry, and through a live action video, will show simultaneously how to capture a full 360 asset and the pictures captured from each angle. Once the asset is capture, de source images will be processed in Color Checker Passport and Adobe Lightroom, for a full Color correction following the Macbeth Chart. The images will be processed in the photogrammetry software Reality Capture, for a high quality reconstruction of the scanned asset. As a result, a high resolution geometry and Texture generated and exported from Reality Capture. The Low Poly geometry will be created based on the High resolution Geometry, once taken into ZBrush and Autodesk Maya, the geometry will be optimized and cleaned and ready for use. The textures maps: AO, Curvature, Tangent Normal, World Space Normal and Position map will be baked in Substance Painter, and the Base Color and Bent Normal in Xnormal. These maps will be used as Source Data for the Unity Delight tool to remove all Highlights and Shadows from the Base Color map, resulting in a unlit Albedo map. Once the Albedo map is generated, all PBR maps will be created back in Substance Painter, using Substance Generators and Custom masks, to isolate specific features of the scan, to make sure a physical and realistic look of the asset can be achieved. Once the Asset is ready, a Diorama will be assembled in Marmoset Toolbag 3, to demonstrate techniques of scene assembly, Lighting and Post processing to create a final render of the assets in context.
Watch the full tutorial at www.thegnomonw...

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7 авг 2018

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