08

CAPTURE / 08 — MODELING

Modeling

Retopology, texturing, subsurface maps, and render-ready asset delivery. Dense scan data in, production assets out — built to your pipeline and your shot requirements.

[ RETOPO / UVs / PBR + SSS / RENDER-READY ]

Six scanned hero props delivered as textured, game-ready 3D assets

SRC / PROP SCANS / TEXTURED, RENDER-READY

WHAT IT IS

The bridge from scan to shot.

A raw scan is millions of unstructured polygons — accurate, but not something an animator, a lighter, or a real-time engine can work with directly. Modeling is the craft that turns that dense capture into a clean, production-ready asset: sensible topology that deforms correctly, tidy UVs, and a full texture set that carries the detail of the original scan onto geometry your pipeline can actually use.

Whether the source is a Mobile CyberSCAN™ digital double, a LiDAR set scan, or an aerial environment, we finish it to the standard a shot demands — hero-close for principals, efficient for background and crowd.

DENSE CAPTURE IN, PRODUCTION ASSET OUT

Raw untextured scan of a head and shoulders — dense captured geometry before retopology
01 Raw capture, unstructured
Macro detail of captured skin surface, the source for displacement and subsurface maps
02 Detail baked to maps
Finished digital double rendered from the retopologized, textured asset
03 Render-ready delivery

HOW SCANABLE DOES IT

Scan-accurate, pipeline-native.

We retopologize to clean quad or triangle meshes with edge flow suited to how the asset will move, lay out UVs for efficient texture space, and bake the scan’s detail down into normal, displacement, and albedo maps. For characters we build the subsurface and specular maps that make skin read as living tissue. Everything is color-managed through our RAW pipeline, so textures stay faithful to the captured source from first bake to final delivery.

We deliver to your naming conventions, formats, and engine or renderer targets — the asset arrives ready to drop in, not ready to rework. And because modeling picks up directly from our own capture services, there’s no lossy handoff between who scanned it and who finished it.

[ CLEAN TOPOLOGY / UVs / NORMAL + DISPLACEMENT + ALBEDO / SSS FOR SKIN ]

Retopologized head mesh shown as wireframe — clean quad edge flow over the captured surface

SRC / RETOPOLOGY / QUAD MESH + EDGE FLOW

WHAT YOU RECEIVE

Assets ready to render.

  • Retopologized meshesClean topology with animation-friendly edge flow.
  • UV layoutsEfficient, non-overlapping UV space for texturing.
  • PBR texture setsAlbedo, normal, displacement, roughness, and metallic maps.
  • Subsurface & specularSkin maps for characters that hold up in close-up.

NOT JUST CHARACTERS — PROPS, PRODUCT, VEHICLES

Scanned footwear delivered as a textured product asset
Product & wardrobe
Hero prop on a capture turntable during a scanning session
Hero props on the turntable

START HERE

Turn your scan data into shot-ready assets.

Send us the capture and your pipeline targets. We’ll deliver assets built to drop straight in.

Request a Quote