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

Inputs

Step 0 — Units & scale

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

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

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.