
Guilherme Rambelli 逐步展示了使用摄影测量为游戏创建高质量资产的最新技术。Guilherme 首先解释了摄影测量背后的概念,并通过实景视频展示了如何通过从所有必要角度拍摄照片来捕捉完整的 360 度资产。然后在 Color Checker Passport 和 Adobe Lightroom 中处理源图像,以按照 Macbeth 图表进行全色校正。此时,可以在摄影测量软件 Reality Capture 中处理图像,以对扫描资产进行高质量重建。然后导出高分辨率资产和相关纹理以进行额外处理,以减少多边形数量并优化拓扑。低多边形几何是基于高分辨率照片扫描模型创建的,使用 ZBrush 和 Maya 的组合进行抽取、重新拓扑和 UV。然后在 Substance Painter 中烘焙纹理贴图(AO、曲率、切线法线、世界空间法线、位置贴图),并在 Xnormal 中烘焙基础颜色和弯曲法线。这些贴图用作 Unity Delight 工具的源数据,以从 Base Color 贴图中移除所有高光和阴影,从而生成无光照的 Albedo 贴图。生成 Albedo 贴图后,所有 PBR 贴图都会在 Substance Painter 中创建,使用 Substance Generators 和自定义蒙版,以隔离扫描的特定特征并确保可以实现资产的物理和准确外观。资产准备就绪后,将在 Marmoset Toolbag 中组装一个西洋镜,以展示场景组装技术,照明和后处理以在游戏引擎的上下文中创建资产的最终渲染。对于那些希望将摄影测量学融入他们的项目的人来说,这个标题提供了对经过生产验证的技术的全面演示。
Duration 3h 31m Project Files Included MP4
Title: The Gnomon Workshop – Creating Assets for Games using Photogrammetry with Guilherme Rambelli
Info:
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.
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