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3D Head Scan Cleanup Process

Not everyone is aware of how much work goes into creating and cleaning up head scans for VFX, VR or games. With photogrammetry being so readily available and the reconstruction happening nearly in real-time these days, it’s important to know that there is still much work to be done before an asset can be used in any type of project.

I recently recorded my workflow while working on several head scans I had laying around. I thought it’d be fun to cram the 8 hours of work into a 5 minute time lapse to give you some idea of what my typical work entails.

Video of a head scan cleanup and retopology for games

Reconstruction on RealityCapture

Reconstruction on RealityCapture

Scan Cleanup in Blender

Scan Cleanup in Blender

Retopology / Wrapping in Wrap 3.4

Retopology / Wrapping in Wrap 3.4

Texture Cleanup in Photoshop and Blender

Texture Cleanup in Photoshop and Blender

Detailing using B/W maps for skin and hair detail

Detailing using B/W maps for skin and hair detail

Final geometry

Final geometry