Book of the Dead - Environmental Design Techniques for Photo-Real Worldbuilding

Book of the Dead - Environmental Design Techniques for Photo-Real Worldbuilding

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Photogrammetry

9 of 33

9 of 33

Photogrammetry

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Book of the Dead - Environmental Design Techniques for Photo-Real Worldbuilding

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  1. 1 Trailer
  2. 2 Introduction
  3. 3 Presentation Overview
  4. 4 Project Overview
  5. 5 Power Assets
  6. 6 Source Power Assets
  7. 7 Quickcell Assets
  8. 8 Asset Store
  9. 9 Photogrammetry
  10. 10 Capture the project
  11. 11 Photos
  12. 12 Geometry
  13. 13 Cliff
  14. 14 Stump
  15. 15 Textures
  16. 16 Tree
  17. 17 Playing around
  18. 18 Wind Exploration
  19. 19 Preparing the Level
  20. 20 Illusion Culling
  21. 21 Legacy Terrain
  22. 22 Removing Layers
  23. 23 Tree Collision
  24. 24 Light
  25. 25 Debug View
  26. 26 Tree Lighting
  27. 27 Post Processing
  28. 28 Atmospheric Scattering
  29. 29 HD Render Pipeline
  30. 30 Area Volumes
  31. 31 Optimization
  32. 32 More information
  33. 33 Unity website

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