Character Assets & Digital Doubles

Character assets and digital doubles from 3D scans

Character Assets & Digital Doubles

From raw scan data to hero VFX digital doubles: every processing level, delivered in the format your pipeline consumes.

Character work is where The Scan Truck started and where the pipeline runs deepest: 300+ productions of digital doubles, from Dune: Part Two and Superman to the full cast of The Quarry. You choose how far we take the data. Some teams want raw scans for their own artists; others want a rigged-ready hero double. Every level below is a deliverable we hand off routinely.

Captured on the 160-Camera Rig

Every character asset starts inside the truck: a 160-camera cross-polarized array captures the full body in a single instant, while 66 dedicated head cameras resolve facial likeness to the pore. Dedicated FACS sessions add roughly 250 head scans covering the expression range riggers build blendshapes from. Talent is in and out in minutes, up to about 120 scans a day.

Explore Full-Body Photogrammetry →

Hero Doubles for Film & TV

The highest rungs of the ladder produce film-resolution digital doubles: geometry, texture, and displacement built to hold up in full-screen close-ups. That pipeline captured principal cast on Dune: Part Two and supported the mechanical characters of Superman, feeding retopologized, rig-ready doubles straight into VFX vendor pipelines.

Explore Film & TV Scanning →

Hero digital double model built from a full body scan
Reallusion 3D scan The Scan Truck Digital Double VFX GameDev Rig Low Poly

Game-Ready and Real-Time Characters

For game and real-time work, characters ship engine-tested: optimized polycounts, animation-friendly topology, LOD chains, and PBR materials set up in Unreal or Unity. The full cast of 2K’s The Quarry and athlete likenesses for FIFA 23 ran through this exact pipeline, arriving named, scaled, and ready to drop into production.

Explore Games & Real-Time →

The Processing Ladder

Each level builds on the one before it. Pick the handoff point that matches your team and budget.

1. Raw character or head scan data

Untouched output from the 160-camera cross-polarized rig: dense geometry and raw texture from a capture that takes minutes per subject. The right choice for studios with their own processing teams who want maximum source detail and archival value.

2. Cleaned high-resolution body or head scan

Reconstruction artifacts removed, geometry watertight, and texture cleaned to a consistent, color-accurate result. Ready for sculpting, lookdev reference, or direct use where high polycounts are acceptable.

3. FACS / expression scan set

A dedicated facial session capturing the expression library that drives believable facial animation. A full FACS session can produce roughly 250 individual head scans, the foundation for blendshape and rig construction on film-quality doubles.

4. Retopologized character mesh

Clean, animation-friendly topology with proper edge flow, UV layout, and baked texture maps. The scan becomes an asset your riggers and animators can actually work with.

5. Game-ready or real-time digital double

Optimized polycounts, LOD chains, PBR materials, and engine setup for Unreal and Unity. This is the level we delivered for the full cast of The Quarry (2K) and for athlete likenesses in FIFA 23 (EA Sports).

6. Hero VFX digital double

The top of the ladder: film-resolution geometry with high-end texture and displacement support, built to hold up in full-screen close-ups. The level behind our work on productions like Dune: Part Two and Superman.

Export Formats

OBJ · FBX · Alembic · Maya · ZBrush · Blender · GLB / glTF · USD / USDZ · Unreal Engine · Unity · texture maps · normal maps · displacement maps

Have a vendor spec or studio convention? Send it with your brief and assets arrive named, scaled, and structured to drop straight in.

Scan Day to Delivery in as Little as Two Days

Raw data in about 2 working days. Hero-level assets in 1 to 2 weeks. Around 120 people scanned per day on site.

↑ Back to Top