Advantages of Photogrammetry in creating Photorealistic 3D assets for Game Development using only Freeware: Indie’s Delight
Tuori, Vili (2022)
Tuori, Vili
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060716083
https://urn.fi/URN:NBN:fi:amk-2022060716083
Tiivistelmä
3D modeling a complex model for Game Development purposes is a time-consuming task as there are many different phases that need to be completed before the model can be considered game ready. While there are many tools than can be used to reduce the amount of time needed to complete some of the phases, they are often costly and thus, not attractive choices for smaller developers. One of the tools that is both affordable and available for everyone is Photogrammetry.
The purpose of this study was to explore both the free methods of creating 3D models using Photogrammetry, and to compare the results to those created by using specialized hardware. The goal was to create a sort of a guide for the forementioned smaller developers (and for game developers in general) who might be interested in reducing the amount of work needed to create their 3D models and to present concrete examples of the end results of said methods. This was achieved by researching the different methods of using Photogrammetry to create game ready models, testing them by putting them in practice and putting the end results in direct comparison.
The conclusion was that the theoretical research using document analysis was a success when it came to discovering the viable Photogrammetry methods. However, the practical implementation was lacking due to time constraints and props available at the time when it came to completely free method while the method using specialized equipment was a complete success. Reliability of the results suffered somewhat due to circumstances, but another attempt with more time and equipment would no doubt create better results.
The purpose of this study was to explore both the free methods of creating 3D models using Photogrammetry, and to compare the results to those created by using specialized hardware. The goal was to create a sort of a guide for the forementioned smaller developers (and for game developers in general) who might be interested in reducing the amount of work needed to create their 3D models and to present concrete examples of the end results of said methods. This was achieved by researching the different methods of using Photogrammetry to create game ready models, testing them by putting them in practice and putting the end results in direct comparison.
The conclusion was that the theoretical research using document analysis was a success when it came to discovering the viable Photogrammetry methods. However, the practical implementation was lacking due to time constraints and props available at the time when it came to completely free method while the method using specialized equipment was a complete success. Reliability of the results suffered somewhat due to circumstances, but another attempt with more time and equipment would no doubt create better results.