This project started from a low-quality iPhone scan and was used as an exercise in scan cleanup, reconstruction, and realistic character look development.
While the scan provided a rough foundation, the entire refinement process was done manually in ZBrush. This included cleaning scan artifacts, rebuilding missing areas, refining anatomy, Likeness work using photo references, improving topology for sculpting, reconstructing skin detail, and creating the final presentation.
The hair and peach fuzz were created using FiberMesh, the albedo was hand-painted with Polypaint, and the skin surface detail was sculpted using standard ZBrush alphas. UVs were also generated directly in ZBrush, while texture maps were further refined in Photoshop to support the final look.
All shaders, materials, maps and textures were built from scratch specifically for this project, with the goal of exploring how a simple consumer-grade scan can be transformed into a high-quality character render through a fully manual character art workflow.
In Engine Demo