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Black Saturn, "Photogrammetry" to Real Time.

This is a Character from the show "Super Mansion" The original doll used in the making of the show was Photogrammed and sent to me to clean up for production in Unreal 4. I was responsible for making this character a "Real time" Asset. I used Zbrush to cleanup and isolate all the separate parts of the character. I did some of the most complicated Re-Topo in TopoGun 2 (The "S" on his chest), then I used UV Layout to create and manage both texture sets. Substance designer I used for creating Tiling normal's that closely resembled the original textures on the doll, Then Substance painter for creating the Texture maps and projecting the Decals back onto the model. The final renders were done in Keyshot and Unreal 4 for production and marketing consideration.

Imported into Zbrush

Imported into Zbrush

Provided STL's

Provided STL's

Separated the scanned parts and hid them

Separated the scanned parts and hid them

Imported provided scanned STL files for all plastic parts of the doll.

Imported provided scanned STL files for all plastic parts of the doll.

Adjusting the position of the provided STL's to better match the position of the scanned doll.

Adjusting the position of the provided STL's to better match the position of the scanned doll.

Leg scan

Leg scan

Isolate the leg from the scan and then re-topologize

Isolate the leg from the scan and then re-topologize

Cape scan has holes so I make the holes a bit bigger by hiding and deleting the geo around the hole then use close holes to complete the geomrtry

Cape scan has holes so I make the holes a bit bigger by hiding and deleting the geo around the hole then use close holes to complete the geomrtry

To clean this up I use Inflate and Dynamesh

To clean this up I use Inflate and Dynamesh

Now I run Z-remesh when the cape is water tight

Now I run Z-remesh when the cape is water tight

Re-meshed

Re-meshed

Subdivide, re-project and then sculpt

Subdivide, re-project and then sculpt