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Environment Creation for VR using Photogrammetry

with Guilherme Rambelli


In this Workshop, Guilherme Rambelli shows, step-by-step, his workflow to process and set-up an environment captured using Photogrammetry for VR in Unity Engine. First Guilherme shows how to pre-process images using DNG Converter and create a color profile using ColorChecker Passport. Once that is done, the images are taken to Adobe Lightroom for treatment and rendered out for Photogrammetry. Using Reality Capture, the images are processed to generate a high-resolution asset that will work as a source to create the low poly version of the environment used in Unity 3D Engine. After that, a cleanup pass of the data and retopology is handled within ZBrush and Maya, with the textures then baked in Xnormal. Finally, a project in Unity is set up, where the virtual reality viewer will be able to navigate and explore the photogrammetry environment captured and processed throughout this tutorial. The entire execution focuses on a high-quality scene that is developed within a realistic production schedule.

Duration: 2h 50m

Format: HD 1920x1080

Guilherme Rambelli

Art Specialist - Photogrammetry @ Activision Treyarch

Guilherme Rambelli is a Senior 3D Artist with more than 8 years of experience in the entertainment and technology industry. He has created a variety of 3D art for clients including Electronic Arts, Quixel Megascans, Unity 3D, Intel, NASA, CGMA, Harvard, and DICE Los Angeles on Battlefield 1 and Battlefield 5

He also established the photogrammetry pipeline for journalism at the The New York Times Research & Development lab and has accrued 2 Webby Awards as well as an Emmy Nomination. Guilherme currently works at Activision — Treyarch as an Art Specialist in Photogrammetry, advancing real-time graphics with capturing reality techniques.