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Creating Digital Doubles With Single-Camera Photogrammetry

A Comprehensive Introduction to Photogrammetry With Adam Spring

Description

Photogrammetry has become an integral part of the 3D industry, particularly when it comes to creating digital characters for film, TV, and games. In this 5.5-hour workshop, Adam Spring, an experienced senior 3D artist and facial modeler, provides an in-depth introduction to photogrammetry, with a focus on using single-camera head scanning. The topics included in this workshop cover the principles of photography, capture kits, and shooting patterns for capturing a head scan; as well as use cases, examples, and the limitations involved.


Adam takes a guerrilla approach to capture 3D heads using single-camera head scanning. His complete process is shown before he pre-processes the resulting images in Lightroom. With this particular workflow, Agisoft Metashape is introduced to process the scan data, before the mesh cleanup work can begin in ZBrush. Adam then shares how he wraps his custom topology in ZBrush using Wrap, as well as how to remove any unwanted texture details using a combination of Photoshop and Mari. The final segment of the workshop explores how to optimize scan data to a point where it can be used for any solid character look development pipeline.


Duration: 5h 53m

Format: HD 1920x1080

Adam Spring

Freelance Character Artist at Blur Studio

Adam Spring is a senior 3D artist specialising in character and facial production for visual effects and animation, with over a decade of industry experience. His expertise lies in building robust, production-ready character pipelines, with a particular focus on high-fidelity facial modelling and FACS-based workflows that support believable, performance-driven animation.


Over the past five years, Adam has contributed to projects for leading studios and game developers including Blur Studio, MPC, Activision, and Ubisoft. His work spans supervising actors during 3D scanning sessions through to processing complex facial scan data into optimised blendshape networks, enabling seamless integration into rigging and animation pipelines. Known for his technical precision and collaborative approach, Adam helps bridge performance capture and digital character creation to deliver expressive, production-quality results.