Expert 3D Scanning & Modeling 

Photo-Realistic Digital Doubles
Photogrammetry Specialists

3D Scanning North America from
Los Angeles, New York, New Orleans, Atlanta,  Vancouver BC, Toronto ON, Montreal QC

January 2018
Volume 10  Issue 1

Digital Doubles  from Raw to Ready-to-Rig for the Entertainment Industry
***** HAPPY 2018 *****


TNG Visual E ffects is headquartered in  Los Angeles with offices in New York, New Orleans and Atlanta. Locations also  in the Canadian territories of Montreal, Vancouver and Toronto.

is a 3D scanning company in the entertainment industry that specializes in the creation of photo-realistic
digital assets. Many characters, vehicles, cars, sets, props,  animals, sculptures, and other items have been added to our scope of work since inception in 2009. 

Our 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. We are also highly noted for our 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.

TNG Building
In closing

A new year filled with new hopes and possibilities.  It has already started with a bang on several projects which is great for us and the local economy of LA keeping some  jobs here.  However it also helps keeps our artists and scanner sharp.
I wish all our VFX community a Happy and Prosperous New Year.

At TNG, we are developing more techniques in relation to 3D scanning to give you better models. We are getting deeper into developing systems and products to expand our markets with our high-tech scanners, skilled modelers, and our mobility.  We are always researching new technology and software to keep the quality of our service at the highest level, and to accelerate our pipeline. We do our best to provide a great product to our customers. 

We continue our search for partners who are synergistic to our service. Together we can help our customers save more while using better products.
Contact us  for more information.


This is a new world now in doing Characters for us as the character needs to be photo-real.   Just that statement has a different meaning to different people. 

I am not sure why, but I see cartoonist characters called photo-real (I guess it is for a cartoon character). Then there are all the facial expressions. I do know about Faces  but the number seems to change. I think the CG Supervisor or Art Director will make the decision on how many is enough.  However, it is just a curiosity as to why the number changes from person to person. I think at some point the world will be blown away with a look and everyone will follow that suit for a while.

Characters are always a pleasure to work on as they are different, both on the screen and the talent that is being scanned.  The face, the expression and the look in general. We are enjoying doing this work as it is challenging and yet very rewarding when the result is right in front of you.
The height will be to see them on screen or TV or in a game. We know down deep someone also touched the work so they are matching the plate and adding the lighting and a number of other maps that bring them alive on the screen, whether it's another show or a blockbuster, it is always a thrill to see your work on the screen.

As time goes by we will be involved more and more in the movement of the reactions, the conversation. This is truly a labor of love.
Virtual Reality
Virtual Reality as a whole can be more or less enjoyable depending on the content, immersion, storytelling, and game mechanics. And just recently Skyrim VR debuted, and what is special about this game is that it's an open world with a range of 100-1,000 playable hours within VR. This is unheard of for any VR game so far. Skyrim originally came out in 2011 for Playstation 3 and Xbox 360, which are not the current generation of consoles.  So what we're seeing is that older content can be converted to be playable within a VR sphere.
 At first it seemed VR hit the reset button on gaming, and originally gave us genres and titles that the gaming audience were not clamoring for. Developers were telling gamers that different types of games must be created for VR, and that simple ports couldn't work. But I believe we're seeing the games change from experimental types to more proper installations of modern games like with  Resident Evil 7

Part of the reason the developers are being careful with the type of game mechanics used in VR is because a sizable amount of the community or people in general may experience a sort of VR sickness.
Within Skyrim, I found the character and animal models to be realistic and convincing. However parts of the environment seem too terrain brush heavy, and the architecture can be very rectangular, and the color palettes can be muddy, but I think those are just the prices to pay for a big open world - and that in time we'll have more established environments like the details of a game such as GTA (Grand Theft Auto).

If you take a long break from VR (months), you will experience minor headaches as you adapt to being back in the VR seat. And you may have a few moments in the real world, where your perception of reality begins drifting away momentarily as your brain thinks you're in VR, and a vertigo effect is occurring. Rather than see any type of vertigo or sickness as a precautionary thing, I like to view it as the consequences of spending bouts of time in an immersive virtual reality

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. 
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