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