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Week 6 :

Reality Capture Processing and Export

This week we continued working with Reality Capture and focused more on processing the scan result. After generating the model, we learned how to inspect the mesh and remove unnecessary parts. Sometimes the scan includes the ground, background, or broken fragments, so cleaning the model is an important step before using it in Unreal Engine.

We also learned that scanned models can have very high polygon counts. If the mesh is too heavy, it may not run well in real-time software. Because of this, we need to simplify or reduce the model before exporting. This makes the asset easier to use in Unreal Engine while still keeping enough detail.

Another important step was creating textures. Reality Capture can generate textures from the original photographs and project them onto the model. This helps preserve the real surface colour and detail of the scanned object. I learned that good photo quality is important because the texture result depends heavily on the original images.

Finally, we looked at exporting the scan. The model can be exported in formats such as OBJ or FBX, and the texture maps need to be exported together with the mesh. When importing the asset into Unreal Engine, the material may need to be checked and the texture reconnected if it does not appear correctly.

This week helped me understand the full workflow from scan processing to export: clean the mesh, reduce the polygon count, generate textures, export the model and textures, and then prepare the asset for use in Unreal Engine.

Set-up of the scene

Room 1 – Time Anxiety

Theme: Time Pressure and the Fear of Falling Behind

This room is filled with clocks and symbols of passing time. As the player enters, the clocks begin to float, amplifying the feeling of being chased by time and constantly trying to catch up.

Room 2 – Information Anxiety

Theme: Information Overload

This room is filled with messages, notifications, and streams of information. Although the objects remain static, the overwhelming amount of visual information creates a sense of mental pressure and distraction.

Room 3 – Urban Anxiety

Theme: Environmental Noise and Daily Pressure

This room focuses on sound as the source of anxiety. Traffic noise, construction sounds, broadcasts, and other urban sounds gradually build up, creating an overwhelming and stressful atmosphere.

Room 4 – Inner Reflection

Theme: Calmness and Repetition

The final room provides a moment of silence and relief from external pressures. It encourages the player to pause and reflect. However, the ending suggests that the cycle may begin again, reminding us that anxiety is often recurring rather than permanent.

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