Avatar Creation Process


Using our DSLR camera rig, we take 82 photos within 1/600th of a second. A fast speed is necessary so we have sharp images and to ensure that all cameras have captured the subject with minimal changes between cameras. People tend to move even when told to keep still. This can be from breathing or from holding a difficult pose. The faster we can capture a pose, the higher the chance that all the photos between all the cameras match up perfectly.

We process these photos using photogrammetry to give us this 3D model.

To reduce the number of polygons we use a method called "re-topologisation" or "re-topo" for short. With this process we can reduce the number of polygons to 7,000 to be displayed on a web page. This is a highly optimised model. For film or photography we need more realism and there is no requirement for realtime motion, so we should aim for around 140,000 polygons. We need to be efficient with our use of polygons so we make sure to place smaller polygons in areas requiring finer details, like the face, and we use larger polygons for areas like the legs and torso. If our character is to be animated we will add more polygons to the bodyparts that bend and twist.

Now we use photogrammetry software to create a texture.

THAT'S IT!!! You can repose the model to whatever position you want it in or you can apply animations as long as those animations are made for the same skeleton. Below is an example of using the 3D scan as an avatar in a web-based virtual world.

Getting more detail

Sometimes having a small number of polygons can noticeably cause or decrease in detail in the surface of the model. This can happen because of the large polygon sizes. If this is the case, we create a "normal map" for that model. This is a texture which gives information on the bumps and crevices on the surface of the model. It looks similar to a texture map, but appears with a blue tinge. This is a special encoding which can be interpreted by 3D frameworks. This does increase the filesize of the whole 3D model package so we only use it if the current 3D model appears unrealistically smooth.

The result can be demonstrated here. The left image has no normal map applied and appears really smooth. The right image has a normal map applied and appears to show more detail. They both have the same number of polygons.

Adding more features to improve rendering

Photogrammetry works by matching features in each photo. A feature can be a corner or just a dot. The more features that appear on a person, the easier it is to match the photos and form a more accurate 3D model of the person being scanned. If a person has very clear skin, void of tattoos and moles, we will add features by using an eye-liner pen to draw on their skin. We also add masking tape with crosses to clothing if the clothing is devoid of any features. This is common with clothing that is all one plain colour.