Photogrammetry Content in Modular Level Design - Unreal Fest Europe 2018 - Unreal Engine
Unreal Engine via YouTube
Overview
Syllabus
Intro
The Farm 51 - projects
First issues of using "photogrammetry"
An artist.
3D scanning has it's traps - concept vs reality
Procedural PBR materials vs scanning
Mood overpaints
Before you start - the research and concept may be a difficult scenarios
Location planning based on real photos
Whiteboxing based on rough-scans: back and forward
Natural outdoor - the easiest case
Building elevations - a hard case
Building elevations - non-scalable LODs
Building elevations - holes
Tile-able elevation modules (usually don't work well)
Scanned whiteboxes
Your objects may disappear before you finish your work!
Accessibility, weather and permissions
Interior design - the hardest case
A room as the single module
Optimally you'd scan the empty rooms
Delighting - physical or post-processing
The issue - changes in the location during your work
Reworking the player's paths
At the end you'll probably re-arrange the whole original layout of the location: modules connectivity matters then
Corridor modularity matters a lot
Keep passages and connections modular, then you can make your rooms unique and custom
Taught by
Unreal Engine