We then proceed to importing our photographs into a relevant photogrammetry software such as Agisoft or Reality Capture. This software compiles all the relevant capture data, calculates where they are in 3d space and finally recreates a 3d model.
When we are happy with our 3d model we then usually export to a sculpting package and optimize any topology. The capture tools can often produce artifacts depending on how complex they are, so it’s important we clean these models up and smooth them out. The end result is our high poly asset.
The final step of our workflow is to create a low poly version of the asset for optimsation purposes. We bake the necessary maps such as albedo/ normal / height from the high scanned version to the low-poly version and then proceed to importing the assets to game for testing.
