View
Back to playground Playground · 3D & Photogrammetry
MSc coursework Photogrammetry 3ds Max Unreal Engine

The tiger, the bird & the pot.

Three real objects from a shelf, rebuilt as living 3D. Captured with a camera, reconstructed with photogrammetry, optimised by hand, and set loose in Unreal Engine, coursework from my MSc, and proof that I like learning the hard, dimensional way.

RoleEverything · solo
Year2026
Module3D Production & VR · MSc
ToolsDSLR · RealityScan · 3ds Max · Unreal
CastOne tiger · one bird · one pot
The photogrammetry bird, alive in an Unreal Engine desert

01 · The setup

It starts embarrassingly analogue: a light tent, a DSLR, a turntable, and a small ceramic zoo. Each object gets photographed from every angle, roughly 70 captures a pass, rotating a few degrees at a time, keeping light flat and focus deep.

Photogrammetry is unforgiving. Miss an angle and the model grows holes; blow a highlight and the texture bakes in the mistake. The camera work is the craft.

Shooting the bird in the light tent
The tiger on the turntable

The studio: one light tent, one turntable, a lot of patience.

02 · Reconstruction

70 photos become one mesh.

RealityScan aligns every capture in space and grows a dense mesh out of the overlaps, the tiger and the bird emerging inside their bounding boxes.

Tiger reconstruction in RealityScan
Bird reconstruction
The full capture set

Left: the bird, solved. Right: the capture set that made it possible.

03 · Flattened creatures

What a bird looks like, unfolded.

UV texture maps are the strangest artefacts of the pipeline, a whole animal peeled into a flat mosaic so the mesh can wear it back.

Bird diffuse texture map
Plant pot base colour texture

The bird and the pot, as their textures see them.

04 · Making it game-ready

Raw scans are beautiful and useless, millions of chaotic triangles no engine wants. The unglamorous middle of the pipeline is retopology and optimisation in 3ds Max: rebuilding the surface with a sane polygon budget while keeping the silhouette honest.

This is where the module earned its keep, the same discipline as design systems: reduce, structure, keep only what serves.

Retopologised mesh in 3ds Max
05 · Into the engine

A shelf ornament, loose in a desert.

Exported, imported, lit, the bird standing in Unreal Engine terrain it has no business being in. This is the moment the pipeline pays off.

Unreal Engine scene
The bird in the Unreal desert
Unreal Engine render
06 · In motion

The models, running around.

The reconstructed bird, live in Unreal Engine. Sound intentionally left in the studio.

Why this, as a product designer?

Spatial interfaces are coming for product design. I'd rather meet them already fluent, and the fastest way to respect a pipeline is to run every step of it yourself.

More work
Back to the archive →
All projects Selected work