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
- 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.