From Real Objects to 3D Digital Assets

In Week 5, we learned about RealityCapture and how to use it to turn real-world objects into 3D models. This process is also called photogrammetry. The basic idea is to take many photos of the same object from different angles, and then the software uses these images to calculate the object’s shape, surface details, and texture.

In class, I learned that this workflow usually includes several steps. First, I need to choose a real object and photograph it from many angles, so the full shape of the object can be captured. Then, the photos can be imported into RealityCapture. The software aligns the images and reconstructs the object into a point cloud, mesh, and texture. After this process, the model can be exported and imported into Unreal Engine.

photograph

captured

reconstructs the object into a point cloud

mesh, and texture
This session helped me understand that 3D assets do not always have to be created through traditional modelling. RealityCapture provides a more direct way to bring real objects into a digital environment. Although the generated model may still need mesh clean-up, polygon optimisation, and UV adjustment, this technique is very useful for creating realistic environments and detailed props.
For my own project, this technique also made me think about whether I could scan real paper, books, or small objects and bring them into Unreal Engine. This could help my pop-up book project keep some real-world textures and physical traces inside the virtual space.
References
RealityScan. RealityScan / RealityCapture Official Website.
https://www.realityscan.com/
Epic Developer Community. RealityCapture to Unreal Engine: Beginner’s Guide to Photogrammetry Workflow.
https://dev.epicgames.com/community/learning/tutorials/W4MR/capturing-reality-realitycapture-to-unreal-engine-beginner-s-guide-to-photogrammetry-workflow
RealityScan Help. Create a 3D Model from Images.
https://rshelp.capturingreality.com/en-US/tutorials/aerialimport.htm