TNG Visual Effects

3D Scanning - Mocap   

February 2013- Vol 1   

Issue 1    

Faro - Vegas
3D Building and Set Scanning of Big Digital Assets

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TNG Visual Effects

Main Office - Los Angeles




North American Services


TNG Visual Effects 3D scanning systems allow us to serve your production locally in Canada and the U.S. See map below for locations.
TNG AT Your Service



TNG Visual Effects is a 3D scanning company in the entertainment industry that specializes in the creation of photorealistic digital assets. Many characters, vehicles, cars, sets, props, animals, sculptures and other items have been added to TNG's scope of work since the company's inception in 2009. 


The TNG team knows how to work with producers, directors, coordinators, A-list talent and other agencies, making the most of their precious time and ensuring a successful project. TNG's work is always guaranteed.  


The TNG scan team is also highly noted for their ability to travel at a moments notice for a project. Exclusive use of highly mobile scanning systems allow for TNG to perform scans in practically any location. Express Scanning.     








SWAT_Full Body  SWAT-Head-progression

Battle Ship to scan  







Large Objects 




Character Line-up
Full 3D Character Scanning


A Note from our Founder


Nick Tesi

TNG Visual Effects Founder


 Happy New Year 2013!  We have been very busy and look forward to continued success throughout this year.


Hurdling through some rough patches in 2012 made last year a cliff hanger!  As  a small business we do not feel that we are getting all the support needed in trying to thrive through the end of the recession. If there was some better tax incentives for hiring more people or buying more equipment, I know I would be happier.  


Regardless of the current economics we are still here and will make the most of everything we have. It is a pleasure to serve this part of the industry  and will expand our effort as the year goes on.


Best wishes to all for a prosperous 2013. 


Larger Scale Scanning of Buildings and Vehicles


Capturing Larger Digital Assets  


3D scanning smaller objects has become a pastime for companies to conquer. To have the quality you need in the delivery schedule, it can still be a challenge.



Larger Items such as cars, ships, trains and planes come with a whole new set of challenges. You need the data, but this 3D scanning crew needs some time. If it is a exterior set or an interior set, you really would like it scanned before it is taken down. There may be a use for it in post or for inserts. It doesn't hurt to have it on standby.  Just in case. Think of the cost of needing it and not having it. What would be the cost of the work around or rebuilding.?



Cars are the easy one. You just  figure out what is the cost of crashing and destroying versus the cost of using a virtual car that looks like your hero. Plus if the director doesn't like the shot it can be done over with minimum expense compared to buying another car plus there are transformations and other VFX shots that would make your movie viewer wonder how was that done! 


Whether you are creating models from scratch or 3D scanning existing objects, the digital asset world is growing. Companies we know prefer the 3D scanned route for a more accurate and quicker delivery, especially if the vehicles get larger as trains, tanks, airplanes or ships. Bigger and faster is getting to be a good part of  our business. Let us help you get what you need.


Train   Full Scale Train  


Texturing Today by Lopsie Schwartz
Wire frame to Texture Mapping

Texturing Today by Lopsie Schwartz 

Texturing has come a long way over the past two decades. At first almost an afterthought, Texturing now regularly holds its own position in the pipeline of VFX and animation and is considered a critical part of the process--as it should be.


In the days of the SGI, I started on Amazon 3D to paint textures along with Photoshop (yes, Photoshop was supported for the SGIs for a bit, for those of us old enough to remember) and it painted 16 bit Tiff's but was cludgy and difficult. Studio Paint on the SGI was a huge improvement, but it was slow with larger textures. We gave up bit-depth for speed with Deep Paint, as we moved to PCs with Linux. Between projecting pictures from photos, shaders with subsurface maps, and the elevation of expectations of computer graphics, the world of CG was looking mighty pretty.


Now we are at a unique point in history for Texturing Software. Several different software programs are vying for prominence as the 3D Paint Program. In this corner, we have Body Paint by Maxon: Body Paint was quick to take up the throne on Deep Paint's exit, as it was already developing with the aid of Sony Imageworks during Deep Paint's reign. In the other corner, we have the new kid who has shown some chops: Mari. Foundry's Mari is quickly gaining acceptance as the Texture program of choice with its ability to work with multiple large textures and its Photoshop friendliness. Its not a done deal, however, as sculpting programs have entered the arena with their own texturing capabilities. Mudbox and Z-Paint seem eager to jump into the foray. But wait! There's more! Photoshop has included 3D capabilities in its last couple of versions, threatening to bring its undefeated 2D paint capabilities into the 3D arena. Never before have we had so many options.


So which do I think will reign supreme? Well I would have to say, that depends. Texturing needs depend on the medium of which it is going to be seen. Will it be for film? TV? Game cinematics? Real-time engines? Mobile? Are you dealing with sets? Digital doubles? Animals? Props? You can see that the variety of detail and needs are far different between each. Ergo, I believe there is now room for more than just one monarch of 3D Paint. There is one thing I CAN say -- you WILL need a 3D paint package. I am astounded to hear there are places that try to get by with just Photoshop. In the 80's and 90's that could have flown. But the sophistication required for today's textures demand a 3D paint package. So let's sit back and watch the show~ this should be interesting.



Shooting on Site
Light for Shooting Characters

Shooting on Site  

Bringing all the equipment on site is not a problem. We have kept our equipment small and highly mobile to help our clients by bringing a portable studio to 3D scan their talent.  What is really important is that we can be located nearly anywhere on or close to the set to do our scanning. Most times the VFX team wants to keep us close to where the shoot is to catch the talent quickly when available.  


We also bring in our own photographic lights for the texture maps that we will need for the talent. Currently we have invested in a full polarized system to keep the highlights off the model. This is important to keep the models image as flat as possible to match the lighting later.


It is very important that this step is done very carefullly as it is our final layer. We are using a 22 mega pixel camera.     



NA map
Thank You

We at TNG Visual Effects are continually looking for better ways to serve the entertainment industry by providing an excellent experience for our clients. Thank you for taking the time to review our newsletter. If you have any questions, or would like to consider TNG Visual Effects in your next bid, please contact us.


TNG Visual Effects
Ph:     877.879.2040
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Nick Tesi
TNG Visual Effects