Photogrammetry Workflow

I capture real-world objects using photogrammetry (using Agisoft Metashape) to produce highly detailed, high-poly 3D scans. While these scans offer exceptional accuracy, they’re too dense for practical use in game engines, VFX, or archviz—where heavy geometry can slow down or completely bog down a scene.

To make them production-ready, I create a clean, efficient low-poly mesh through retopology (ZBrush). I then bake the high-poly detail—normal, AO, curvature, and other maps—onto the optimized model, preserving the original fidelity without the performance cost. Final textures are refined in Substance Painter / Photoshop, resulting in lightweight, visually accurate assets ready for real-time and cinematic workflows.

You can find many more models on my Sketchfab page (available for free download and free to use however you wish)

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Automotive