Echo was recently interviewed on the DIMAcast about Rustclad and our photogrammetry techniques. Check it out! DIMAcast  Skull Theater developer Jeff Isselee
Nearly every object that you’ll see in our world started off as a physical piece of art that we digitized using a process called photogrammetry. Many of the articles in our blog discuss in detail how and why we’ve used … Continue reading
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Echo here. It’s been pretty miserable in Seattle this past week. A heavy layer of fog has clung to just about everything near sea level, and our famously clean air has turned into a stagnant choking cloud of smog. Fortunately, … Continue reading
Our camera rig has been working out famously so far. However, we’ve found that 123D Catch doesn’t produce good results if your target object doesn’t fill the photo. Our camera has a standard zoom lens, but it has a limited … Continue reading
As we mentioned in previous posts, our world will be built almost entirely from physical objects that we’ve found or created and scanned in. With this, we can create really high quality art without all of the digital fussing, and … Continue reading
In our last post, we hinted that most of our game assets are going to be physically built and scanned in using 3D Capture software. We’re going to give you a little peek at our studio and walk you through … Continue reading
Our goal has always been to make a 3D game. But there are a lot of challenges inherent in making your game fully 3D. The engine becomes a lot more complicated, and the art becomes a lot more expensive. It’s … Continue reading