This project started with a 3D scan I had taken at university using a high-detail laser scanner. The result was far more accurate than what I could achieve with photogrammetry.
inline_Image[headscan.png|High-Detail Laser Head Scan]
The rest of the body was constructed using anatomical sculpting knowledge and a rough photogrammetry scan for proportions. The hands were taken from another laser scan.
inline_Video[me-turntable.mp4|Digital Human]
I manually retopologised the mesh and unwrapped it using UDIMs—UV tiles that allow for multiple texture maps on different parts of a mesh. This is especially useful for achieving extra detail in areas like the face.
Micro detail such as pores was added in ZBrush, while Substance Painter was used for texturing. I had the original scanned textures for the head and hands, but I built the rest of the textures from scratch. To match the realism, I layered various skin details to blend with the scanned parts.
inline_Image[Sp1.png|Scanned Texture]
inline_Image[Sp2.png|Painted texture]
inline_Image[HeadTexturing.jpg|Head Texturing]
The concept behind the piece was a person suspended in a bio-simulation chamber, floating in liquid after something has gone wrong in the outside world.
The terrain was built using Samuel Francis's Geometry Nodes-based Auto Terrainer system: Auto Terrainer. I used it to generate the terrain base and then added additional plant assets on top to increase realism.
Hair was simulated using Blender’s hair dynamics system. I disabled gravity and added turbulence forces to recreate the flow of underwater hair based on visual reference.