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Crowd Character: Bryan Scan

This asset was created using a unified base mesh to wrap around an onset digi-double scan. Used in crowd simulation, this character can be instanced dozens of times in a crowd to add detail and variety to a scene.

Started with a rough scan, the scan was then cleaned up and removed any extraneous geo. Then "wrapped" with the base mesh using R3DS WRAP, pinning important topology markers so the deformation works correctly and so the unified skeleton with the animation data can translate easily to this target mesh. Once the mesh has been wrapped, the next process is re-projecting the high poly details and cleaning up unwanted holes in the scan, such as missing data, white spots, reflections etc... The final output needed to be in a T-Pose for rigging, so this consideration was also made in the final output mesh.

The end result is a low to medium resolution character that holds up well at distances, and is designed to work in crowd simulation.

Final Texture Pass in Substance Painter

Final Texture Pass in Substance Painter

Final High Poly T-Pose - Front

Final High Poly T-Pose - Front

Final High Poly T-Pose - Back

Final High Poly T-Pose - Back

R3DS Wrapped Scan and Dynamesh Cleanup - Front View

R3DS Wrapped Scan and Dynamesh Cleanup - Front View

R3DS Wrapped Scan and Dynamesh Cleanup - Back View

R3DS Wrapped Scan and Dynamesh Cleanup - Back View