SELECTED WORK / PRODUCTION
Doom Patrol
- Studio
- DC Universe
- Released
- February 14, 2019
- SCANable role
- LiDAR/3D Scanning and Modeling
- VFX vendor
- Shade VFX
Doom Patrol is an American superhero series based on the DC Comics team of the same name, which premiered on DC Universe on February 15, 2019. A spin-off of Titans, it follows unlikely heroes who gained their powers through tragic circumstances, sheltered by medical doctor Niles Caulder — Kay Challis / Crazy Jane, Rita Farr / Elasti-Woman, Larry Trainor / Negative Man, and Cliff Steele / Robotman, later joined by Victor Stone / Cyborg and the Chief’s daughter, Dorothy Spinner. April Bowlby, Brendan Fraser, and Matt Bomer reprised their Titans roles, joined by Diane Guerrero, Alan Tudyk, Joivan Wade, and Timothy Dalton. Filming began in Georgia in late August 2018, with the first season running 15 episodes. Across four seasons the team rescues the Chief from Mr. Nobody — discovering he caused the accidents that transformed them — battles the Candlemaker unleashed by Dorothy’s powers, loses the Chief to old age, follows Madame Rouge’s arrival onto a new path, and finally faces Immortus and the imminent Buttpocalypse.
SCANable provided 3D scanning across the series, capturing actors, props, and environments in support of visual effects vendor Shade VFX — photogrammetric capture and full-body and head scanning that underpinned the show’s CG character and environment work, including digital doubles for its character-driven effects moments.
A stylized character still starts with a real body
Fully digital characters are often assumed to be free of measurement. They are not. A CG body that moves like a person, occupies space like a person, and reads at human scale usually began as one.
Scanning the performer gives that character a real skeleton to hang on — genuine proportions, genuine mass distribution, and a silhouette an audience recognizes even when the surface is metal, bandage, or something with no biological equivalent.
Stylization applied on top of measured anatomy holds together. Stylization invented from nothing tends to drift into proportions that look almost right and are quietly wrong, which is the failure mode audiences detect without being able to name.
Makeup and appliances have to be captured as worn
A performer in prosthetics is a different subject from the same performer without them. Silicone, paint, and hair pieces change silhouette, surface, and the way light behaves at the edges.
So the scan is taken in the state the camera will see, not before the makeup chair. A digital double assembled from a clean-face scan plus a separately modelled appliance rarely matches, because the appliance on the day sits slightly differently than a model of it does.
Capturing the finished look also captures the fit — the small compressions and gaps that make an appliance read as something on a face rather than part of one.
Where the practical costume ends and the CG begins
Series of this kind rarely commit fully to either approach. A character might be practical in a medium shot, digital in a wide, and a blend of both in a close-up where a partial replacement is cheaper than a full one.
Every one of those transitions is a registration problem. The digital version has to occupy exactly the volume the practical version does, or the cut between them announces itself.
Capturing the costume as worn, on the performer, solves it at the source. The digital asset is not built to resemble the practical one — it is derived from the same measurements, so the two versions describe the same object.
Every camera fires on the same frame
Nobody holds still. Breathing alone moves the chest, the shoulders, and the soft tissue of the face by more than a close-up asset can tolerate.
Sweeping or multi-pass capture accumulates that movement as drift, and drift becomes soft geometry precisely where detail matters. Our arrays fire simultaneously, sampling the subject in a single instant, so there is nothing to correct downstream and no artist quietly reshaping a likeness during cleanup. That is the working principle behind cyberscanning, brought to set by Mobile CyberSCAN™ Studios.
Weekly television does not wait for a rescan
Episodic schedules are unforgiving. A performer is available for a window measured in minutes between setups, and once the season moves on, that window does not reopen.
Capture has to be fast, complete, and right the first time. In practice that means scanning beyond what the current script pages call for, because the episode that will need a digital double has not been written yet.
Working to another vendor’s reference standard
Scan data does not go to the audience. It goes to a visual effects vendor, and its value is determined entirely by whether that vendor can use it without rebuilding it.
That means agreeing conventions up front: how assets are named, what scale they arrive in, how topology is expected to flow, and what texture space looks like. Those decisions are unglamorous and they determine how much of a schedule is spent on cleanup rather than on shots.
Our modeling and asset delivery work is built around meeting a vendor’s specification rather than our own, and our Mobile CyberSCAN™ Studios capture cast and costume at the production so nothing depends on scheduling talent into a facility.
More series and television work is in the portfolio; the service list has the rest.
SELECTED WORK / GALLERY