Initially, this is done by the photogrammetry software(Agisoft Photoscan) to reduce the polygon count in areas which don't require detail, and then with an artist's input, which does take a few days sometimes depending on the complexity of a 3d scan.
Read our humanoid Topology article about our state of the art approach.
Body geometry is usually the area that is associated with immediate skin and does not include parts such as eyes, teeth, finger or toe nails, and sometimes gums.
The body gets transformed by non-rigid clusters and each vertex may get weighted to more than one Joint.
This way skin deformations between Joints are kept smooth.
Body accessories in our case are parts of the character that are not immediate areas of the body (head, hands, etc.) but are more like additional bits that belong to the body, they are: eyes, nails, teeth.
All these bits and pieces need to be weighted differently and are usually non-bendable, which require either simple parent constraints or geometry constraints to stay attached to the main body geometry.
Tongue is a yet another one of those parts, we will look at it in more detail in our next section.
If you have any wishes, suggestions or feel this article could be improved, please, do not hesitate to leave us your comments in the section below.
Professional 3D Modeler with 17 years of combined VFX and Games experience, managing Vancouver-based 3D Scanning Studio,
Servicing Visual Effects for Film, Television, Games and Virtual Reality production studios.