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3D Design & Development

Photogrammetry, Done Properly

Creating 3D models from many overlapping photographs of an object or scene, using software that reconstructs geometry and textures from the images.

Imogen Clarke Imaging & 3D Lead 2 min read 20 views
Photogrammetry, Done Properly

Where most projects go wrong

The usual mistakes:

  • Scanning glossy or glass objects without preparation
  • Too few photos from limited angles
  • Moving objects during capture
  • Using raw scans in real-time apps

What good looks like instead

  • Shoot with consistent exposure and plenty of overlap
  • Use diffuse lighting and avoid harsh shadows
  • Include scale references
  • Clean up and retopologize the result
  • Remove baked-in lighting from textures where needed
What to do and what to avoid with photogrammetry, side by side
Good practice against the usual mistakes, from the sources listed below.

Why it matters

Photogrammetry captures real-world detail and color quickly, but the raw results need cleanup before they are usable.

The specs that matter

Published figures for Photogrammetry
MeasureFigure
Inputmany overlapping photos from different angles
Outputa textured mesh or point cloud
Difficult surfacesshiny, transparent and featureless surfaces reconstruct poorly
Lightingeven, diffuse lighting produces better textures

Knowing when to hand it over

Tip: Bring in help when capturing real products or locations for 3D use.

Where this comes from

The figures and practices above come from the sources listed.

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Where to go next

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The work behind this article, and what it costs.

Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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