This project served as the practical component of my bachelor's thesis. Its goal was to create a realistic digital replica of a real person using a photogrammetry-based workflow.
BACHELOR THESIS
VFX
3D Asset
REALISM
photogrammetry
LIKENESS
Sculpting

QUICK LINKS
Introduction
Introduction
In the past, I created various characters in different styles, but never a likeness 3D model. For my bachelor thesis, I chose my friend and fellow student Victor as the reference. To work on different upcoming tasks, I gathered a wide range of references.
In the past, I created various characters in different styles, but never a likeness 3D model. For my bachelor thesis, I chose my friend and fellow student Victor as the reference. To work on different upcoming tasks, I gathered a wide range of references.


Photogrammetry
Photogrammetry
For the replication process, we used Frank Zwick’s photogrammetry studio optimission 3D in Nuremberg. With a 120-camera setup, the scan was captured and processed in RealityCapture.
For the replication process, we used Frank Zwick’s photogrammetry studio optimission 3D in Nuremberg. With a 120-camera setup, the scan was captured and processed in RealityCapture.



Geometry
Geometry
The scanned mesh required retouching to fix artifacts from hair, beard, and eyes, with additional geometry modeled to enhance realism and add a personal touch.
The scanned mesh required retouching due to artifacts from hair, beard, and eyes, with additional geometry modeled to enhance realism


Preparation
Preparation
The 3D scan was conformed to a 3D Scan Store mesh using ZWrap, enabling texture maps and initial blendshapes. A first concept was visualized in ZBrush.
The 3D scan was conformed to a 3D Scan Store mesh using ZWrap, enabling texture maps and initial blendshapes. A first concept was visualized in ZBrush.


Look Development 1
Look Development 1
First rendered images in Maya with the Arnold Render Engine. I used the concept textures from ZBrush and created first shaders for the skin and eye.
First rendered images in Maya with the Arnold Render Engine. I used the concept textures from ZBrush and created first shaders for the skin and eye.













Textur Transfer
Textur Transfer
Custom UDIMs and mirrored geometry optimized the texturing workflow by allowing region isolation in Mari. A Wrap3D node enabled rapid transfer of XYZ and 3D ScanStore textures to the new layout.
Custom UDIMs and mirrored geometry optimized texturing in Mari, while a Wrap3D node enabled rapid transfer of XYZ and 3D ScanStore textures.







Texturing
Texturing
Base textures from XYZ and 3D Scan Store required adjustments to match Victor’s features. A custom Mari node graph enabled precise control of the facial texturing.
Base textures from XYZ and 3D Scan Store required adjustments to match Victor’s features. A custom Mari node graph enabled precise control of the facial texturing.






XGEN
XGEN
Grooming in Maya’s XGen used UV-mapped geometry with custom maps for control, combining 8 hair types to achieve realism.
Grooming in Maya’s XGen used UV-mapped geometry with custom maps for control, combining 8 hair types to achieve realism.


Look Development 2
Look Development 2
Look development refined shaders for skin, eyes, tear ducts, and hair, while HDRIs tested lighting under different conditions.
Look development refined shaders for skin, eyes, tear ducts, and hair, while HDRIs tested lighting under different conditions.







Results
Results
Some final images, rendered in Full HD and 4K with Arnold. The complete bachelor thesis can be read and downloaded via the button below. Additionally, full-resolution images are linked in the drive-folder.
Some final images, rendered in Full HD and 4K with Arnold. The complete bachelor thesis can be read and downloaded via the button below. Additionally, full-resolution images are linked in the drive-folder.





















This project served as the practical component of my bachelor's thesis. Its goal was to create a realistic digital replica of a real person using a photogrammetry-based workflow.
This project served as the practical component of my bachelor's thesis. Its goal was to create a realistic digital replica of a real person using a photogrammetry-based workflow.
BACHELOR THESIS
VFX
3D Asset
REALISM
photogrammetry
LIKENESS
Sculpting




