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3D Body Scanning for Gaming Characters and Avatars


High-detail 3D body scanning for game characters, digital doubles and real-time avatars, built for production teams that need realistic geometry, clean texture data and dependable handoff for rigging, animation and engine use.

Gaming character capture

Capture players, performers and digital doubles with usable detail

Mimic Productions provides 3D body scanning for gaming projects that need believable characters, not just attractive stills. Our photogrammetry-based scanning captures high-resolution topology and detailed texture maps, with options for full body scanning, face scanning and facial expression capture. For game teams, that means a practical starting point for character creation, digital doubles, avatars and performance-driven assets.

The service is based in Berlin and can be run in studio or on location, which helps teams align capture with cast availability and production schedules. If your pipeline needs a clean scan for modelling, retopology, rigging or animation, we can supply source data with the realism needed for close-up work and the structure needed for downstream production. The same capture approach also supports use cases such as cut-scenes, real-time gameplay characters and photoreal avatar development.

Production challenges

What slows game character capture

Game teams usually need more than a likeness. They need scan data that can move into modelling, rigging and animation without expensive rework.

01

Close-up realism has to survive production

A character may look convincing in a render, but gaming teams still need geometry and texture detail that hold up in close-ups, cinematics and in-engine viewing.

03

Capture needs to fit schedules and people

Games work around actors, motion sessions and release milestones. Studio-based or on-location scanning helps production stay aligned when talent availability is tight.

02

The scan must fit the next step

Raw capture is rarely the finish line. Teams often need retopology, clean topology, or facial and body prep before the asset can be animated or optimised for real-time use.

What your team gets

Why teams use 3D body scanning

01

Photo-real source data

High-resolution geometry and texture detail for believable digital humans.

02

Useful for game pipelines

Capture that can feed modelling, rigging, animation and engine preparation.

03

Studio or on location

Flexible capture setup to suit cast, crew and production timing.

04

Supports body and face work

One workflow for full body scans, facial scans and expression capture.

Capabilities and deliverables

Relevant capture and handoff options

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- 3D body scanning. Agree subject coverage and the downstream use of the captured detail.

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- 3D full body scanning. Agree subject coverage and the downstream use of the captured detail.

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- 3D face scanning. Identify the expressions and close-up detail required by the performance.

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- Facial expression scanning. Identify the expressions and close-up detail required by the performance.

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- Photogrammetry capture. Agree subject coverage and the downstream use of the captured detail.

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- High-resolution topology. Shape the asset around its proportions, intended views and downstream use.

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- Texture map capture. Review surface detail under representative lighting and camera distances.

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- Retopology for animation readiness. Shape the asset around its proportions, intended views and downstream use.

Production approach

Built for character teams, not just scan viewing

For gaming productions, the value of 3D body scanning is in what happens after capture. Mimic produces detailed scan data that can be used for digital doubles, avatars and real-time character work, with the option to support retopology when raw geometry needs to be prepared for animation. We also offer facial scanning and expression capture for projects that depend on believable performance, from dialogue scenes to close-up cinematic moments.

Because the studio works with both Berlin-based and on-location setups, the capture process can be planned around talent, costume, and production logistics. That makes it easier to slot scanning into character development workflows where modelling, texturing, facial rigging and animation are handled by different teams. The aim is straightforward: supply realistic source material that is practical to build on.

For gaming productions, 3D body scanning often sits at the start of a wider asset pipeline. A scan may need follow-on model cleanup, facial rig preparation, animation-ready retopology or texture processing before it is ready for engine integration. Mimic’s role is to provide the scan data and related production support that fit into that workflow, without overpromising on what the scan alone can do.

Share the subject list, required coverage and intended use of the scans. Clothing, hair, reflective surfaces and the level of facial detail can affect preparation, so provide reference views and discuss the downstream modelling requirements before the session. For games, distinguish playable actions, cinematic sequences and promotional assets, because each is reviewed in a different context.

Explore our 3D Body Scanning services and Gaming production.

Related production services: 3D Modeling for Gaming · Character Rigging for Gaming · 3D Body Scanning for XR.

Selected Mimic projects

Explore our production experience

How we work

How a capture project typically runs

01

Plan the asset


We review the character brief, capture goals and intended downstream use, so the scan is shaped around modelling, animation or real-time delivery needs.

02

Capture body and face detail


Using photogrammetry-based scanning, we record the geometry and texture information needed for lifelike body or facial source data.

03

Prepare the handoff


If needed, we can support retopology and related preparation so the scan is easier to move into animation or character development workflows.

04

Deliver for production


You receive scan data that can be passed into your internal art team or external vendors for rigging, texturing and engine integration.

Frequently asked questions

Questions from gaming teams

Is 3D body scanning enough to create a game-ready character?


Not on its own. The scan provides detailed source material, but game-ready assets usually still need modelling decisions, cleanup, retopology, rigging and animation setup. Mimic’s role is to capture realistic source data and, where required, help prepare it for the next production stage.

Can you scan both the body and face of the same performer?


Yes. The service includes 3D body scanning, 3D full body scanning and facial scanning options. That is useful when a project needs a consistent digital human across gameplay, cinematics and dialogue scenes, or when the face and body will be developed by different parts of the pipeline.

Do you work in Berlin only?


Mimic has a Berlin studio, and the source material also notes on-location scanning. That gives game teams more flexibility when talent cannot travel, or when the production schedule is better served by bringing capture to the performer.

What kind of gaming projects is this best for?


It is suited to character-driven work such as digital doubles, realistic avatars, cut-scene characters and other real-time assets where detailed likeness matters. The same capture approach can also support stylised projects if the team wants strong source geometry and texture information before art direction is applied.

Can the scan support facial animation work?


Yes, especially when paired with facial scanning and expression capture. Those outputs are useful for organic blend-shapes, facial rigs and animation work where small expressions need to read clearly in game cinematics or close camera work.

Can you provide the whole character pipeline?


Mimic’s source material clearly covers scanning, facial capture and retopology, and the gaming page describes character development and animation services. For a specific project, it is best to confirm the exact scope, file handoff and responsibilities so the scan fits your wider art and technical pipeline.


Frequently asked questions

Questions from gaming teams

If you need realistic body capture for a game character, avatar or digital double, talk to Mimic Productions about a scan setup that fits your production needs and downstream handoff.

Start with a scan that your game team can build on

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