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Becoming a Game Character using Headshot and Polycam | Unreal Engine

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Author: Melis Caner

Melis Caner

Hi, I’m Melis Caner, a 3D Generalist and filmmaker with a Film degree from Dokuz Eylul University. After graduating with a focus on cinematography, editing, and sound design, I discovered 3D animation during the pandemic that followed. Amazed by its limitless creative possibilities, what began as a hobby quickly became my career and a new form of self-expression. My lifelong love for drawing, dancing, and acting now comes together in 3D animation, blending all my passions into one art form.

Melis Caner | LinkedIn / Melniverse | Instagram

Making Game-Ready Characters from 3D Scans

In this article, I’ll guide you through the workflow of transforming a 3D scan into a fully game-ready character using Polycam and Reallusion Headshot 2. From scanning to exporting, it covers the entire process, along with tips for effective character creation.

3D Scanning with Polycam

Polycam is a powerful app for capturing real-world objects in 3D. Using just a smartphone, it can effortlessly create high-quality, detailed scans. For this project, I started with a head scan.

For a clean scan, even lighting is essential. Cloudy weather offers naturally diffused light, making it ideal. Take plenty of photos from the neck to the top of the head, ensuring all angles are covered. Scanning the back of the head is less critical, as details are scant and errors can be easily remedied.

3D Scanning with Polycam

After exporting GLTF or OBJ from Polycam, bring it into a 3D software to clean up the mesh. Smooth the rough surface and delete the unnecessary parts and merge the mesh by distance.

Processing the Scan with Headshot 2

Reallusion’s Headshot 2 Plugin is a great tool for converting 3D scans into digital characters. The following are the steps I used:

  1. Import the cleaned OBJ file of the 3D scan into Character Creator (CC).
  2. Click on “Start Head Generation” and then “Auto Detection”.
  3. Align the points according to the model. You can also increase the number of the points for more detail.
  4. Proceed to the second step for “Head Gen” and pick the suitable effective area for your model. I personally recommend choosing the face, as it usually works the best for me.
  5. Refine the mesh by sculpting on the model and make sure it is the right shape according to the original head scan.
  6. Use the “Mask” feature in Headshot 2 to refine areas like the eyes and mouth and fix broken areas. Choose the mask that works best for your character.

Accessorizing & Adding Personality before Unreal Engine Export

Once the base head model is ready, select the appropriate skin type and enhance it with clothing and accessories from your CC content library. I typically choose hair and other items that align with the character’s story and style. If the right assets aren’t immediately available, don’t worry—you can easily import custom clothing and accessories into your CC library.

Using the Character in a Unreal Engine

  1. Export the clothed character in FBX format, selecting the “Unreal” preset as the target application.
  2. Choose “Mesh” or “Mesh and Motion” if animations are included. Adjust the texture size if necessary.
  3. Delete hidden faces to reduce the overall polycount.
  4. Use the Auto Setup plugin for Unreal Engine to import the character efficiently into the engine.

The final step involves exporting the character to a game engine for real-time use. Reallusion provides the Auto Setup plugin for Unreal Engine to streamline this process. Integrating the character into the engine was a straightforward process:

Special thanks: The project was made possible with the help from other! Game Demo by Byron Qiao.

Conclusion

Converting a 3D scan into a game-ready character blends artistry with technology in a rewarding way. Tools such as Polycam and Reallusion Headshot 2 make the process accessible to artists of all skill levels. This workflow empowers indie developers, digital storytellers, and creatives to infuse real-world authenticity into their projects.

Check out my video for a quick breakdown of this process

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