Case study · 3D avatar technology

Creating a digital twin
of every user

An R&D exploration into building photorealistic 1:1 replicas of real people — enabling live facial tracking and social interaction in virtual worlds. Think The Sims, but you're actually you.

RoleDesigner & Researcher
EngineUnreal Engine / Metahuman
TypeExperimental / R&D
BudgetMinimal — open source tools
Digital Twin — 3D Scan to Metahuman
01

The goal

Inspired by Code Miko and the creative potential of Vtubing, the aim was to let anyone scan themselves and step into a shared virtual world as a true replica — not a stylized stand-in, but a photorealistic digital twin with live facial expression tracking.

Unreal Engine's Metahuman provided the ideal foundation: a fully rigged humanoid with swappable assets and native support for real-time iPhone facial animation via Live Link.


02

The problem

The target audience spanned a wide range — not just tech-savvy users. Any capture pipeline needed to be accurate enough to feel like you, while remaining simple enough for someone who has never touched 3D software. Cost also had to stay near zero during R&D.


03

Process

Process 1 — Manual builder

Metahuman Creator + PureRef overlays

Overlaid reference photos using PureRef and manually sculpted facial features in Metahuman Creator. The approach proved too inaccurate and required users to pull all hair back from their face — a barrier for a general audience.

Process 2 — Photogrammetry

3DF Zephyr point cloud capture

Explored photogrammetry as a trending method for 3D capture. Tested with a plant on a lazy-susan (failed — no background anchor points), then a plaster bust (succeeded), then applied the method to a human subject. After multiple iterations, a clean OBJ mesh was produced and polished in Maya.

Process 3 — Integration

Mesh into Metahuman Creator

Imported the final OBJ into Metahuman Creator, which mapped the facial geometry onto a full humanoid rig. After tweaks, the result was a complete digital twin — ready for real-time facial animation via iPhone Live Link.

Photogrammetry capture Mesh overlay results 3D mesh render in Maya Final Metahuman avatar

04

Key learnings

Photogrammetry requires a textured background — green screens eliminate the anchor points needed for depth calculation
Consistent diffuse lighting is critical; specular shine on skin or fabric breaks the point cloud
Captures must be taken at minimum 30° angle intervals around the subject
Matte clothing aids texture recognition; shiny or patterned fabrics cause reconstruction artifacts
Validating on static objects first is essential before attempting a live human subject

05

Outcome

Pipeline

Photogrammetry → OBJ → Metahuman

Live tracking

iPhone 12 Pro+ via Live Link

Status

Proof of concept validated

The pipeline proved that a low-budget photogrammetry workflow can produce a usable Metahuman avatar. The next phase would focus on simplifying the capture process for non-technical users — ideally reducing it to a single smartphone scan.

Video demo — add when ready

06

Tools used

Unreal Engine Metahuman Creator 3DF Zephyr Polycam RealityCapture Maya PureRef iPhone Live Link

Next project

Custom Hair for Metahumans →
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