Create photorealistic game assets

Produce high-quality and reusable game-ready digital assets from photos and video with this comprehensive guide.

What is photogrammetry?

It’s the process of authoring high-quality, reusable and game-ready digital assets using multiple photos of original real-world objects. And it saves you time modeling in 3D-sculpting software.

Unity De-Lighting tool in the photogrammetry workflow

The De-Lighting tool, an experimental feature, removes excess lighting information from textures, allowing artists and developers to prepare captured assets for any lighting condition.

The Photogrammetry Workflow

Technical artists from Unity Labs created this highly detailed field guide for professional artists, covering the entire process for producing high-quality, reusable digital assets.

Rotating surface workflow

We also published an expert guide to show you how to use a rotating surface to rapidly produce photorealistic Assets from a composition of objects.

Read the guide to:

Learn a practical approach

See how to combine Unity with off-the-shelf software, hardware and common camera gear.

Save time

Simplify project planning and execution, and reduce risk.

Using a layered shader for photogrammetry assets

We also have a step-by-step guide on how to author layered materials using photogrammetry assets, while taking the constraints of game development into consideration

New in Unity 2018: Scriptable Render Pipeline

The guide covers how to use photogrammetry with the Scriptable Render Pipeline, which is available as a preview in Unity 2018.1 beta

Photogrammetry Workflow Guide

A practical step-by-step guide that shows you how to capture objects and materials from the real world to enhance your Unity projects.

Layered Shader Guide for Photogrammetry

Complete information, including images of real-world objects, on how to use a layered shader to achieve the highest level of photogrammetry quality for your game.

De-Lighting Tool

In a photogrammetry workflow, you need to remove natural light from your texture maps (called “de-lighting”) so you can re-light the material properly in any scenario.

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