Project 2 - Unreal Scene / Photogrammetry Assets - Final Analysis
Unreal Scene / Photogrammetry Assets - Final Analysis
The ultimate goal for this project and my essay in semester 1 was to introduce myself to photogrammetry, something I was completely new at and analyse it's effectiveness in creating high quality complex assets instead of having to model these through traditional methods.
Through research and practical experimentation I have progressed through this question and deepened my understanding of the subject. Here are my personal thoughts on my findings.
Photogrammetry as a medium is one that is complex in itself and hard to establish for a singular person with limited resources and knowledge. It is better suited for a team of people or larger studios that have funding behind them to invest in the best equipment they can and delegate different processes to at least a couple of people. Having said this as an individual with no prior knowledge of the subject I have been able to generate a couple of quality results from my experimentation with this medium and I am happy with the progress I have achieved so far.
It has been a challenging but fulfilling avenue of enquiry, however I can say that it is not something I want to continue to pursue at this current moment in time. If I put at least the full MA year or possibly more time into this practice then I assume I could reach a proficient level of skill where I am creating a lot of consistent results but I would prefer to focus on another line of enquiry for Semester 2 of the MA, focusing on something I am more familiar with, which I can also benefit from deepening my understanding and skills on.
Regarding the submitted project itself, which in this case is the unreal scene, I overestimated the consistency of results I could achieve through photogrammetry and with the fact that even though I was able to generate assets that would normally take weeks to do via traditional methods, it is still a time consuming practice that relies heavily on everything going perfectly in order to achieve the best results possible. From ensuring the quality of lighting and photos during the shoot, to the reality capture alignment and model generation process, all of these things take a lot of time to hone and perfect, especially when tackling different objects with varying materials that I am unfamiliar with having worked with before in a photogrammetry pipeline.
Through research and practical experimentation I have progressed through this question and deepened my understanding of the subject. Here are my personal thoughts on my findings.
Photogrammetry as a medium is one that is complex in itself and hard to establish for a singular person with limited resources and knowledge. It is better suited for a team of people or larger studios that have funding behind them to invest in the best equipment they can and delegate different processes to at least a couple of people. Having said this as an individual with no prior knowledge of the subject I have been able to generate a couple of quality results from my experimentation with this medium and I am happy with the progress I have achieved so far.
It has been a challenging but fulfilling avenue of enquiry, however I can say that it is not something I want to continue to pursue at this current moment in time. If I put at least the full MA year or possibly more time into this practice then I assume I could reach a proficient level of skill where I am creating a lot of consistent results but I would prefer to focus on another line of enquiry for Semester 2 of the MA, focusing on something I am more familiar with, which I can also benefit from deepening my understanding and skills on.
Regarding the submitted project itself, which in this case is the unreal scene, I overestimated the consistency of results I could achieve through photogrammetry and with the fact that even though I was able to generate assets that would normally take weeks to do via traditional methods, it is still a time consuming practice that relies heavily on everything going perfectly in order to achieve the best results possible. From ensuring the quality of lighting and photos during the shoot, to the reality capture alignment and model generation process, all of these things take a lot of time to hone and perfect, especially when tackling different objects with varying materials that I am unfamiliar with having worked with before in a photogrammetry pipeline.
I am happy with the point I managed to get up to in the time I had to work on it and some of the photogrammetry assets will be going into my portfolio as they turned out really well, which given how new I am to the medium I am proud of being able to achieve even a couple of quality results.
Finally, I can say that I can see the benefits of photogrammetry becoming more established and standard within the games industry as it adds an amazing tool into a 3D designer's kit of creating visually interesting assets, but it is all down to the right circumstances coming together and a lot of planning and effort which needs to go into this practice to see a beneficial return on investment.
Finally, I can say that I can see the benefits of photogrammetry becoming more established and standard within the games industry as it adds an amazing tool into a 3D designer's kit of creating visually interesting assets, but it is all down to the right circumstances coming together and a lot of planning and effort which needs to go into this practice to see a beneficial return on investment.
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