Photogrammetry

I have extensive hands-on experience utilizing both Meshroom and RealityCapture for photogrammetry asset creation. My workflow combines Meshroom's flexibility in open-source, programmable batch processing with RealityCapture's industry-leading accuracy and speed for complex or high-fidelity projects. I have completed a diverse range of environment and prop scans for game-ready assets—including hard-surface objects, organic materials, and urban elements—ensuring clean geometry, seamless texture projection, and efficient optimization for real-time pipelines. Additionally, I am actively building an automated photogrammetry pipeline to streamline asset ingestion, mesh cleanup, and material baking, enhancing productivity and consistency for large-scale projects. My deep familiarity with camera acquisition, dataset management, and post-processing demonstrates my capability to support AAA game environments and propel photogrammetry-driven workflows in a studio setting.



Props and Weapons Week 4
Props and Weapons Week 4
Props and Weapons Week 4
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Street Stump Sidewalk Detail Trees in Unity Palm Tree Palm Tree Palm Tree 2 LOD at an angle Palm Tree 2 LOD at an angle Palm Tree 2 LOD at an angle Palm Tree LOD at an angle Stump 2 LOD at an angle Stump LOD at an angle Stump LOD at an angle Stump LOD at an angle Stump LOD at an angle Stump LOD line up Stump LOD Stump LOD at an angle A street tree
Photoscan
Game Ready Fire Hydrants