
Explore photogrammetry to turn photographs into low-poly, real-time 3D assets, using lighting and camera settings, then model and texture in Blender for games.
Photogrammetry basics show how to turn photographs into measurements and 3D models through triangulation, point clouds, and mesh, enabling digital preservation, medical prosthetics, and forensics.
Gather essential photogrammetry materials: a tabletop object, a DSLR or mirrorless camera, a tripod, a smartphone, a flat light source, and a black backdrop or polaroid filter to reduce reflections.
discover the ideal photogrammetry setup with a backdrop to capture overlapping images from multiple viewpoints, rotating the object every ten degrees for 9–12 shots, keeping camera and light aligned.
Learn to set aperture, ISO, and shutter speed for photogrammetry, aiming for a crisp, low-noise, overlap-rich image sequence captured with high f-numbers, minimal ISO, and tripod or remote shooting.
Compare free open-source and paid photogrammetry tools across platforms, try photo catch on mac, and export to blender, while highlighting that taking the best photos matters more than the software.
optimize photogrammetry outputs by retopology or remeshing with Instant Meshes to build an efficient base mesh for animation or static use.
Remesh a high-poly shell model to quad topology, adjust target polygon density, and export a low-poly mesh for blender with seam planning for unwrapping.
Import a low-poly model into Blender, then clean the mesh by removing unwanted edges, fixing ngons and triangles, and preparing the geometry for accurate normal and diffuse baking.
Import and align a high-poly model with a low-poly mesh, check normals, and bake high-poly details onto the low-poly using shrink wrap and multiresolution modifiers for clean topology.
Discover tips to streamline photogrammetry in Blender by baking into a multi‑resolution workflow, enabling sculpting, and using the correct modifier order to add detail without changing diffuse maps.
Unwrap the model to create a normal map and diffuse map via a simple, performance-aware UV unwrap workflow in a low poly view.
Bake a normal map from a high-poly to a low-poly mesh using Cycles, with proper centimeter scale, CPU baking, and a 2048 texture image saved for the normal map.
Learn how to bake a base color map from a high-poly photogrammetry model to a low-poly mesh, including setup, mapping, and verification, then explore texture painting.
learn how to use the decimate modifier in photogrammetry to reduce polygon count and balance level of detail with camera distance, comparing before and after models.
Photogrammetry captures a shoe from multiple viewpoints to produce a high-quality color map, then use Blender to perform retopology, baking base color and normal maps for a realistic low-poly model.
Conclude this photogrammetry course by reviewing the skills you learned today, inviting you to share your work for feedback, and celebrate your progress turning images into 3d models.
This class teaches photogrammetry, a popular and accessible technique to obtain 3D models from multiple overlapping photographs. It is a robust and practical solution to create realistic 3D representations of objects that are time consuming to create by traditional 3D modelling methods. The class starts with explaining the basic principles of photogrammetry and its methods for scanning 3D objects followed by creating a low poly 3D asset with baked PBR maps from the scan result.
Why You Should Take This Class:
Photogrammetry offers a great solution for creating complicated assets in a very short amount of time when compared with traditional methods of 3D modelling. However, photogrammetry results in dense meshes with improper topology and bad UV's this limits photogrammetric abilities to be used in practical applications such as games or realtime Visualisation. This class aims to solve this problem by creating a low poly asset from a scanned 3D mesh. After completing this class, you will be able to create great looking 3D assets from photogrammetry.
Who This Class is For:
This class is for Everyone who is interested in photogrammetry, 3D artists, Designers and game developers can take full advantage of this class. Basic understanding and knowledge of 3D asset creation for realtime applications is recommended before starting the class.