2020 | Summer Registration NOW OPEN!

- Just a reminder that registration for our Summer Term is now open!

Photogrammetry for Modern Games

A 6-week course of photogrammetry applications used in video game design pipelines to create fully textured high-poly models for stunning environments

Course overview Course overview

Course Overview

Create a photo-realistic virtual world for games

In this course you will gain mastery of the associated software, and the photography techniques required to yield the best results. You will also learn how this practice fits into a game development pipeline--translating your photogrammetry creations into industry-standard game models for use in real-time engines and surfaced in physics-based materials. Photogrammetry is the process of pulling visual data from an array of photographs to generate fully textured, high-poly models. This is a tool used in many different industries, such as map making, archaeology, and cinema.


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   6 weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Cinema4D, Adobe CC, Xparticles, Octane (optional). Minimum camera requirement (iPhone or smartphone camera is acceptable), Agisoft Photoscan, ZBrush, Knald or Xnormal, Photoshop, Marmoset Toolbag
Skills level:   Intermediate
Prerequisites:   Basic understanding of Cinema4D’s interface and Adobe’s Creative Cloud

Photogrammetry for Modern Games WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Overview of photogrammetry and practical application in modern video games | Touch on required software packages | Basic photogrammetry techniques | Discuss ideal qualities in photos for the best image processing
Students are to choose a theme for their isolated object shooting lessons | Advanced photogrammetry techniques | How to handle objects with bright specularity | Discuss how to set up a rig for shooting isolated objects
Students are to choose a theme for their assortment of facades | Overview of photography techniques specific to facades | Discuss time of day, ideal lighting conditions for shooting outside, and work-arounds
How to import models and textures into ZBrush | Cleaning up scan data in ZBrush: geometry and textures | Looking ahead: overview of industry-standard game model creation | UV mapping theory and practices
Students will learn how to make texture bakes and what the roles of the various bakes are | Looking ahead: overview of physics-based materials (PBR)
How to import your model | How to construct a material | How to set up your scene

Taking your skills to the next level

Jon is currently the Lead Character Artist at BattleCry Studios (Bethesda Softworks) following work at EA Bioware, where he contributed primarily on the acclaimed MMORPG, Star Wars: The Old Republic. Jon has been working in the video game industry since 2001. In this time, he has had the privilege of working with some of the top publishers in the world, such as Zenimax, Activision, and Electronic Arts. He has contributed to blockbuster titles such as Star Wars: The Old Republic, Tomb Raider Underworld, and Gun, to name a few.


January 25th!

Summer TERM Registration

May 4, 2020 - Jul 20, 2020




January 25th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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