QUADIFY
By Anvil Interactive Solutions
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Workflow: Photogrammetry → Game-ready (Pro)

This walkthrough takes a messy photogrammetry mesh and produces an engine-ready asset: clean quads, normalized texel density, LOD chain, QA validation, and export with guards.

What you’ll get

  • Stable quad topology suitable for downstream edits
  • Consistent texel density
  • LOD0–LOD3 with silhouette protection
  • QA heatmaps for density + UV stretch
  • Export using a preset + guards

Inputs

  • High-poly photogrammetry mesh (triangulated, noisy)
  • Optional high-res texture set
  • Target engine: Unity / Unreal / glTF

Step 0 — Units & scale

Before touching density or LODs, make sure scale is correct. Density is meaningless if scale is wrong.

  • Open Unit & Scale Doctor
  • Apply target profile (Unity meters / Unreal centimeters)
  • Confirm transforms are clean

Step 1 — Decide: Manual vs Pipeline

If only parts of the mesh need help, start in Manual Mode. If you want a repeatable result, use Pipeline Mode. In this walkthrough we use Pipeline first, then local manual fixes.

Step 2 — Quadify pass

Run the main conversion. Keep it conservative; you can always do a second pass locally.

Suggested approach

Aim for stability before beauty. Photogrammetry meshes often need cleanup/repair before they look “nice”.

Step 3 — Cleanup & stabilization

Step 4 — Texel density normalization

Step 5 — UDIM packing (optional)

Only do this if the asset requires multiple tiles.

Step 6 — LOD generation

Step 7 — QA checks

Step 8 — Export (preset + guards)

Common failures

  • Density looks wrong: scale is wrong (fix Step 0)
  • LOD shimmer: silhouette protection is too weak
  • UV stretch hotspots: fix locally in Manual Mode

Save this as a recipe

If this workflow will be repeated, capture it as a Recipe and add it to your Recipe Library. Then you can scale it with Batch Processing.