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Photogrammetry Content in Modular Level Design - Unreal Fest Europe 2018 - Unreal Engine

Unreal Engine via YouTube

Overview

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Explore photogrammetry content creation for modular level design in Unreal Engine 4 through this Unreal Fest Europe 2018 presentation. Delve into The Farm 51 studio's experiences, challenges, and solutions when incorporating photogrammetry into game development workflows. Learn valuable tips and tricks for effective implementation, including research, concept development, location planning, and whitebox modeling based on rough scans. Discover techniques for handling various scenarios such as natural outdoor environments, building elevations, and interior designs. Examine the complexities of tile-able elevation modules, scanned whiteboxes, and the potential disappearance of objects during the work process. Address issues related to accessibility, weather conditions, and obtaining necessary permissions. Explore delighting techniques, both physical and post-processing, and understand the importance of modular corridor design for seamless level connectivity. Gain insights into reworking player paths and re-arranging original location layouts to optimize gameplay experience. Witness the application of these techniques in two Unreal Engine-based projects that utilized photogrammetry as their primary art creation method.

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

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