Photogrammetry Breakdown: Retopology and Re-UVing in zBrush
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 This is, in my opinion, one of the most tricky parts of the...
Photogrammetry Breakdown: Reconstructing the Mesh in Metashape
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 To generate the 3D mesh from the photos, we use the Agisoft Metashape...
Photogrammetry Breakdown: Preparing Photos
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 In order to prepare photos for being used in a photogrammetry software, like...
Photogrammetry Breakdown: Taking Photos
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 Strong sunlight and water are not good for photogrammetry, so we try to...
Photogrammetry Breakdown: Importing in UE5
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 That’s the last step of our photogrammetry workflow. At this point we have...
Photogrammetry Breakdown: De-lighting
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 “De-lighting” actually means removing shadows from the texture, making a good base color...
Photogrammetry Breakdown: Preparing Textures
See all parts of this breakdown: Photogrammetry: making Nanite meshes for UE5 In this step we will prepare textures to import in Unreal. Right now...