/webresources/Blog/20260715-124211.png)
This isn't an introduction to photogrammetry, and it isn't a comparison of capture methods. If you're not sure what photogrammetry is yet, start with What is Photogrammetry. If you already understand the concept but you're not sure whether to use photogrammetry, LiDAR, or 3D Gaussian Splatting, read 3D Gaussian Splatting vs Photogrammetry vs LiDAR first.
This guide assumes you've already made that call. You've got a scan back, and now you need to know what to do with it. In KIRI Engine, this workflow begins with Photo Scan, which produces an exportable textured mesh from overlapping photos.
Choose Your Workflow by Final Output
Your goal | What the scan needs next | Main priority | Follow this workflow |
Edit or render in Blender | Cleanup, topology decision, UV checks, texture baking | Editable, manageable geometry | |
Use it in Unity or Unreal | LODs (or Nanite), collision, engine-specific PBR packing, optional rigging | Real-time performance and engine compatibility | |
Produce a physical print | Correct scale, watertight geometry, printable wall thickness | Solidity and dimensional accuracy | |
Preserve a scene visually, not as an editable mesh | A traditional mesh workflow may not be the right fit | Visual fidelity and real-time viewing |
Before You Start
The capture step isn't covered here. If you haven't scanned anything yet, or your results have been coming out messy, start with Introduction to Photo Scan for capture basics, or Photo Scan Common Failure Reasons if something's already gone wrong.
What You Actually Get
A raw photogrammetry export is usually a dense triangle mesh with a baked color texture and UV coordinates generated for that texture. It typically does not include production-oriented quad topology, LODs, a rig, or separate PBR material maps unless those were generated as additional outputs.
For visualization, that raw result may already be enough. For editing, animation, game engines, or printing, it usually needs additional preparation, and which preparation depends entirely on where the asset is going next.
If you haven't tried Photo Scan yet, see the Photo Scan feature page for pricing, supported formats, and export details.
Which Processing Steps Do You Actually Need?
Not every workflow needs the same preparation. This is the fastest way to see what applies to you.
Step | Blender asset | Unity/Unreal asset | 3D print |
Remove floating geometry | Usually | Usually | Usually |
Repair holes | Depends | Usually | Required |
Retopology | Depends | Usually | Usually not |
UV cleanup | Depends | Usually | No |
PBR materials | Optional | Usually | No |
LODs (or Nanite) | No | Usually | No |
Collision mesh | No | Usually | No |
Real-world scale | Helpful | Important | Required |
Watertight mesh | Not always | Not always | Required |
Rigging | Only for animation | Only for animated assets | No |
This is also why the three workflows below don't share a single set of steps: printing usually does not require production retopology or PBR materials, while a game engine asset needs nearly everything.
Path A: Editable Assets in Blender
Cleanup, topology decisions, UV checks, and high-to-low poly baking, so the asset is ready to sculpt, edit, or render further.
Full walkthrough: Photogrammetry to Blender: Cleanup, Retopo, and Export
Path B: Game-Ready Assets for Unity or Unreal
Everything in Path A, plus LOD generation (or Nanite for static Unreal assets), collision meshes, engine-specific PBR texture packing, and rigging if the asset needs to animate.
Full walkthrough: Photo Scan for Game Assets: Unity and Unreal Workflows
Path C: Print-Ready Models
A different set of priorities than Path A or B: correct real-world scale, a watertight mesh, and printable wall thickness. Production retopology and PBR materials usually aren't required.
Full walkthrough: How to Prepare a 3D Scan for Printing: Scale, Repair, and Export
Where KIRI Engine Fits Into These Workflows
KIRI Engine handles the capture stage and part of the preparation stage before the model reaches Blender, a game engine, or a slicer. Which tools matter depends on which path you're on:
KIRI tool | Most relevant workflow |
Blender, game assets | |
Blender, Unity, Unreal | |
Animated game assets | |
Heavy meshes that need a lower polygon count before editing, slicing, or export | |
3D printing | |
Difficult reflective, transparent, glossy, or low-texture objects that still need an exportable mesh |
When Photogrammetry Breaks Down
If your object is shiny, reflective, transparent, or has very little surface texture, standard photogrammetry will struggle regardless of which path you're on afterward. That's what Featureless Object Scan is for. It's built on a different underlying method (Neural Surface Reconstruction) designed specifically for those objects. It produces an exportable polygon mesh that can enter many of the same downstream workflows; depending on the export options you select, it also supports tools such as PBR Material Generation and Quad-Mesh Retopology.
Professional Workflow Example: A Footwear Scan
A footwear studio tested KIRI Engine and Reality Capture on the same white vegan sports shoe using 178 photos captured on a semi-automated turntable rig. The case study documents the full path from controlled capture to a retopologized, game-ready asset, including camera settings, lighting setup, and export choices. Full breakdown: Fast Photogrammetry: KIRI Engine vs Reality Capture for a White Vegan Shoe
Frequently Asked Questions
What's the difference between a photogrammetry asset and a 3D Gaussian Splat asset? Photogrammetry reconstructs a textured polygon mesh. A standard 3D Gaussian Splat represents a scene with rendered splats rather than conventional polygon surfaces. Use photogrammetry when the next step requires topology editing, collision, rigging, conventional game assets, or 3D printing. Use 3D Gaussian Splatting when visual realism and novel-view rendering matter more than traditional mesh editability.
Can I 3D print directly from a 3D Gaussian Splat scan? Not from a standard splat file. Splats aren't polygon geometry, so they don't have a watertight surface a slicer can work with. If you captured with 3D Gaussian Splatting and used Mesh-Inclusive output, that mode also generates a polygon mesh alongside the splat file, and that mesh can go through the same printing workflow described in this guide.
I don't know which of these paths I need. Where do I start? The deciding question is usually what you're building for: editing or animation work points to Path A or B, a physical object points to Path C. If you're still unsure whether photogrammetry is the right capture method for your project at all, 3D Gaussian Splatting vs Photogrammetry vs LiDARis the better starting point.
Do I need a Pro subscription to follow this guide? Basic includes Photo Scan, common mesh exports, and Dynamic Decimation, which cover the core requirements for many scan-to-print and manual Blender workflows. Pro adds tools that automate or extend specific stages: Quad-Mesh Retopology, PBR Material Generation, Auto-Rig Generation, Featureless Object Scan, and higher Photo Scan upload limits. See KIRI Engine Basic vs Pro for the full breakdown.
Continue With Your Workflow
Edit the scan: Photogrammetry to Blender
Build a real-time asset: Photo Scan for Game Assets
Print the scan: How to Prepare a 3D Scan for Printing
Still choosing a capture method? Read 3D Gaussian Splatting vs Photogrammetry vs LiDAR. Need plan details? See KIRI Engine Basic vs Pro.




/webresources/Blog/20260715-124416.png?v=91afa4c210690670ee363b8d925eca89d209a2da)
/webresources/Blog/photo-scan-for-game-assets-cover.png?v=91afa4c210690670ee363b8d925eca89d209a2da)
/webresources/Blog/20260709-155319.png?v=91afa4c210690670ee363b8d925eca89d209a2da)