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Workshop

Photogrammetry for Production Artists

Prop Scanning Through to Final Production Asset with John William Crossland

beginner
4h 27m 46s
19 Lessons
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Capture and create your own 3D props for production using photogrammetry with this comprehensive guide for Modo, Marmoset, Photoshop, Agisoft, Lightroom, and ZBrush. In this 4-hour workshop, John William Crossland, a Lead Principal Artist at Remedy Entertainment, sheds a light on the entire process for those looking to get started with photogrammetry on a small scale. He details several ways to achieve low, medium, and high-range scans and explains how to produce a decent-quality scan that can be used as a baseline for a production asset.


John walks through the entire process of creating a mountain boot asset using his tried-and-tested production workflow, from initial capture through topology clean-up, hard-surface modeling, and applying materials, before tackling the final renders. Throughout the demonstration, he shows various techniques to process scan data and how to create a clean, high-poly sculpt, as well as a low-poly mesh with UVs ready for texturing in Marmoset.


This photogrammetry workshop is designed to help those with limited experience to successfully produce a scan to be proud of. His pragmatic guide to photogrammetry goes through all the steps needed to process your scan data and take it all the way through to a final sculpt, including baking and materials. Upon completing this workshop, you’ll have gained many practical insights into the photogrammetry process and will have a solid guideline for starting your own projects with minimal setup needs.


The workshop is intended for you to sculpt along with John. His ZBrush ZTL file is provided with all the working steps, along with his Modo file (scene supplied with .obj) and the final Photoshop composite. The Marmoset scene file is also included with this workshop for subscribers to access and utilize.

19 Lessons

01IntroductionFree

In John William Crossland’s photogrammetry workshop, artists will learn multiple approaches suitable for different budgets and skill levels for 3D scanning. John provides a solid foundation for anyone looking to incorporate scanned assets into a production workflow, covering the entire pipeline from capture to final render, emphasizing that quality results are achievable even without expensive equipment.

Duration: 1m 9s

Introduction
02Equipment

This lesson provides a guide to asset capture by breaking down equipment options across different price points and quality levels. Artists learn to select equipment based on the specific requirements of each project rather than always pursuing the most expensive setup.

Duration: 3m 31s

Equipment
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03Camera Capturing Process

This lesson establishes fundamental photogrammetry capture techniques highlighting the importance of systematic camera positioning and proper lighting control. John makes the technique accessible while demonstrating how equipment quality impacts results.

Duration: 7m 18s

Camera Capturing Process
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04Material Examples

Successful 3D scanning requires careful consideration of material properties before beginning the process. Artists will learn how to scan objects with matte, highly reflective, and pure black surfaces.

Duration: 7m 28s

Material Examples
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05Lightroom Setup

This lesson successfully shows that professional photogrammetry doesn't require complex studio setups or expensive equipment. John demonstrates that by using readily available tools and a streamlined workflow, artists can capture, process, and begin modeling assets within an hour.

Duration: 9m 4s

Lightroom Setup
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06Adding Masks

While masking each image manually may seem tedious, artists learn how Photoshop Actions can streamline the workflow. Investing time in this preparation step ensures the photogrammetry software can accurately merge multiple scan angles into a cohesive 3D model.

Duration: 9m 45s

Adding Masks
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07Agisoft Processing

Successful photogrammetry is about balancing quality, time investment, and intended use. John explains that a mid-range approach using high-quality settings with a decent camera often provides the best value for retopology reference work.

Duration: 25m 19s

Agisoft Processing
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08Reviewing in Marmoset

By removing specular reflections at the capture stage rather than in post-processing, the cross-polarized scan provides the best ground truth data for retopology work. Artists learn that investing in proper polarization equipment produces significantly better results than standard or mobile capture methods.

Duration: 6m 14s

Reviewing in Marmoset
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09Initial Retopology

This retopology demonstration emphasizes that creating clean base topology is an investment rather than wasted effort, providing a foundation that benefits every subsequent production stage. John balances technical requirements with practical production concerns in this approach.

Duration: 28m 7s

Initial Retopology
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10Hard-Surface Modeling

This lesson shows an efficient hard surface modeling workflow that prioritizes both technical quality and artistic control. Artists learn that by leveraging Modo's mesh fusion and live boolean capabilities, the focus remains on design iteration and proper bevel planning.

Duration: 11m 18s

Hard-Surface Modeling
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11High-Poly Cleanup

John showcases an advanced way of transforming 3D-scanned objects into production-ready game assets. This process emphasizes balancing technical precision with artistic interpretation, using the scan as a foundation while making intentional design improvements.

Duration: 25m 20s

High-Poly Cleanup
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12Lace Removal

This workflow demonstrates an efficient, professional approach to texture cleanup that keeps important scan details while removing unnecessary elements. Artists learn to maintain the object's "history" through weathering and wear patterns rather than creating perfectly clean textures.

Duration: 12m 52s

Lace Removal
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13Final Cleanup

The main takeaway in this lesson is finding the balance between removing photogrammetry artifacts and preserving authentic surface character. John highlights an iterative approach of constantly moving between detail work and full-asset evaluation.

Duration: 14m 1s

Final Cleanup
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14Shoe Topology

Artists learn that professional 3D modeling involves building assets that function well throughout an entire production pipeline rather than just creating attractive topology. By planning UV splits strategically and maintaining consistent topological patterns, hero-quality assets are created.

Duration: 19m 26s

Shoe Topology
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15Small Parts Low Poly

In this lesson, artists will learn an efficient production pipeline for converting high-poly sculpts into game-ready assets through retopology, UV mapping, and organized baking. John emphasizes non-destructive workflows that reflect professional game asset development practices.

Duration: 20m 2s

Small Parts Low Poly
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16Finalizing Lace Low Poly

Artists learn a practical approach to finalizing game-ready assets that balances technical efficiency with visual quality. This lesson shows how topology reduction, UV layout, and material selection contribute to creating believable 3D assets. By addressing common software limitations through workarounds and maintaining organized workflows with color-coding and grouped components, the lesson provides valuable insights.

Duration: 13m 1s

Finalizing Lace Low Poly
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17Creating Additional Parts

It's important for artists to prioritize organization and synchronization across multiple software platforms during the asset finalization phase. John ensures that all baked details appear correctly and that the asset is properly prepared for the custom texturing phase by managing mesh naming and UV layouts.

Duration: 15m 49s

Creating Additional Parts
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18Setting up for Final Textures in Marmoset

The workflow shown in this lesson balances technical precision with artistic sensibility, demonstrating how to preserve authentic scan data while enhancing it with procedural materials. Artists learn that by keeping a non-destructive, organized layer structure, high-quality results are achieved while retaining flexibility.

Duration: 26m 24s

Setting up for Final Textures in Marmoset
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19Final Renders

In this final lesson, John goes over the workflow that takes a 3D shoe model from photogrammetry through game-pipeline processes to final presentation-quality renders. Thoughtful composition and strategic lighting demonstrate how technical 3D workflows can be elevated into compelling product imagery. The combination of Modo for geometry preparation and Marmoset for rendering provides an efficient pipeline for creating portfolio-quality product visualizations.

Duration: 11m 38s

Final Renders
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Primary tools

For this workshop you’ll need:

Modo
Agisoft Metashape
Marmoset Toolbag
ZBrush
Lightroom
Photoshop

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to John's mountain boot modeling and texturing project files covering his entire 3D asset creation pipeline. Inside, you'll find:


  • ZBrush sculpting files (.ztl) – The original high-resolution mountain boot sculpts you can modify and learn from
    - 3D model files (.obj, .fbx, .lxo) - Various resolution meshes including high-poly, low-poly retopology, and game-ready versions
    - Texture files (.psd, .tga, .png) - Layered Photoshop files and final textures, including albedo, specular, and gloss maps for the boot
    - Marmoset Toolbag scenes (.tbscene) - Pre-configured lighting and rendering setups so you can immediately view your work and create professional presentations

Skills Covered

Who’s this Workshop for?

This workshop is designed for artists with limited photogrammetry experience wanting to learn production-ready scanning techniques. 3D artists, game developers, and digital sculptors looking to expand their skillset will gain a strong foundation in capturing and processing real-world objects into usable 3D assets through John William Crossland's comprehensive training.


Technical artists, prop artists, and environment artists working in games or film will particularly benefit from John’s proven production workflow. The practical approach breaks down the photogrammetry process into clear, manageable steps, building confidence for independent projects with minimal setup while achieving professional-quality results suitable for production pipelines.

Learning Outcomes

By finishing this workshop, artists will have mastered the complete photogrammetry pipeline from initial capture to final production-ready asset creation.


Key skills include:

  • How to capture effective photogrammetry scans using low, medium, and high-range techniques.
  • How to process raw scan data in Agisoft to create clean, workable meshes.
  • How to perform topology cleanup and hard-surface modeling refinements in Modo and ZBrush.
  • How to create optimized low-poly meshes with proper UV layouts for texturing workflows.
  • How to bake high-quality normal maps and detail passes using Marmoset Toolbag.
  • How to develop and apply realistic materials that enhance the photogrammetry base.
  • How to troubleshoot common photogrammetry issues and optimize scan quality throughout the process.
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Workshop
Photogrammetry for Production Artists
Prop Scanning Through to Final Production Asset with John William Crossland
A Workshop by John William CrosslandLead & Principal Character Artist at Remedy Entertainment PLC
beginner
4h 27m
19 Lessons
Instructor John William CrosslandLead & Principal Character Artist at Remedy Entertainment PLC

John William Crossland is a Lead Principal Character Artist with over 13 years of experience in the games industry. A Fine Arts graduate with a background in Graphic Design, he currently works at Remedy Games as the Lead and Principal Character Artist on the Max Payne 1 and 2 remakes, as well as Alan Wake 2 and its subsequent DLCs. His previous credits include Watch Dogs: Legion, Quantum Break, and many other notable titles.

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  • Are you looking for rapid growth in your career in character creation? This course is definitely for you. John not only has the passion but also mastered cutting-edge knowledge of character creation. We are always amazed by his professional approach when working together in Ubisoft for many hero characters.

    - Kenny Lam
    Art Director - Ubisoft Toronto

  • John Crossland has always demonstrated in our Character team that the more you know about your crafting tools and process the more fearless you can be as a successful artist in this demanding industry. With the gravity always toward reaching best quality in the assets. John always set a great example for how the learning process itself can unlock more artist love for the craft.

    - Patrick “p@!” Ingoldsby
    Art Director Torn Banner Studios

  • John has always demonstrated in our Character team that the more you know about your crafting tools and process, the more fearless you can be as a successful artist in this demanding industry. John always set a great example for how the learning process itself can unlock more love for the craft itself.

    - Pat Ingoldsby
    Lab Professor at Sheridan College

  • Are you looking for rapid growth in your career in character creation? This course is definitely for you. John not only has the passion but has mastered cutting-edge knowledge of character creation. We are always amazed by his professional approach when working together in Ubisoft for many hero characters.

    - Po Yuen Kenny Lam
    Art Director at Tencent America

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