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Home » Renderpeople Blog » Tutorials » Creating 3D Mannequins for Retail and Shopping Visualizations

Creating 3D Mannequins for Retail and Shopping Visualizations

by Dennis Siebertz / Wednesday, 21 March 2018 / Published in Posed People, Tutorials
Shop window with three different 3D posed mannequins

Using Renderpeople 3D People is the best way to save time in your architectural visualization projects. 3D People help to deliver a direct sense of scale in your projects, in ANY perspective.
While you use hundreds of different posed or rigged human 3D models for your shopping mall and retail scenes, did you ever think about the assets you use behind the shopping windows? So, we will show you a quick and easy way to get even more value out of your Renderpeople library.

Using Renderpeople 3D People to create custom Mannequins

As the title of this blog post already unveiled, this article is about creating 3D mannequins – and the best thing is, you can use nearly every model you already own to create your very own shopping mall display dummies or mannequins.

All you need to start is a Renderpeople model and a 3D scene of your choice.
“Important note:” This technique will not work with any formats come with embedded textures.

Now, to test the workflow we need to import one of the Renderpeople models we want to modify into any scene.

Viewport of 3ds max with 3D scanned human modelImported Model Stephanie Posed 005 Within 3ds Max Viewport

It is very important to move the “tex”-folder into your project folder, so that all material’s textures are automatically being found and linked. Now if the model shows up with all textures properly loaded, it´s time to modify the diffuse map in order to create a nice looking mannequin.

Editing the included Diffuse Map:

Open up the included “tex”-folder inside your project folder and import the _dif.jpg map of your Renderpeople model into any advanced photo editing software, like Adobe Photoshop.

When your texture has been loaded, it´s time to create a new layer, which will contain the base-color of our new mannequin model. Create a new layer and fill it with any color. In this case I will use a very bright yellow to create a plastic-like look.

Finally, activate masking mode – you should now see that the white masking-channel has been activated next to your color-layer.

Renderpeople texture map with color selection tool in photoshop_dif.jpg loaded into Adobe Photoshop CC

When your layer is filled with color, we now need to define the area we want to colorize. Renderpeople models come with many different specular masks which we can use to limit the colorization to the area of the models skin and hair. Import the _skin01.tif and _hair01.tif mask into the same document, so that all maps align perfectly. This is very important, as otherwise the masking will not work correctly and create artifacts in the renderings. Now, in the layers tab, move those new maps so that they are placed above every other map. Select the top mask and set it´s blend mode to “linear dodge” or “add”. Now, those two maps will merge the white areas with each other to create a perfectly added skin and hair-mask.

Merge both maps with each other and select the whole document [CTRL+A]. Now copy the black and white information to use them as a mask for our mannequin color layer [CTRL+C]

Select the mannequin color layer, which we had created earlier, and switch to the channel view. There you should see the empty mask slot. Select this mask channel and paste your black and white map [CTRL+V].

Photoshop snapshot of a Renderpeople texture map with maskingthe combined skin and hair mask has been added to the mask channel of the colormap

Now, you can see that the color fits perfectly into the UV-Cutout and was limited to the area of the hair and skin.
Switch into the layer tab and check if the color layer perfectly colorized the diffuse texture as planned.

Retaining the data structure:

If everything looks good, simply save this new created mannequin diffusemap and overwrite the existing _dif.jpg map inside your tex folder (creating a backup of your original diffuse map is highly recommended!). Because this new map shares the same name as the original diffuse map, the material editor of your 3D application will naturally pick this new texture.

Rendered view of a 3D scanned mannequin in 3ds maxRendered preview of the model with edited diffuse map

Check the viewport to see if the texture has been updated. All skin and hair parts are now colorized and ready to render.

Render your model. Looks great, doesn’t it? Now, you can use your Renderpeople model as a mannequin in your shopping windows and retail visualizations. To revert your model back to normal, simply swap out your newly created mannequin-diffuse with the original diffuse texture. Take care of the naming though, so that the material will automatically recognized it.

It’s great to get even more value out of your Renderpeople library and to get stunning display dummies for your shopping windows.

3D scanned mannequins in shop windows with different clothes

If you want to save even more time, please have a look at out pre-packed mannequin bundle:
Mannequin Bundle Posed 001.

Also, if you want a more detailed step-by-step tutorial, please feel free to have a look at our video-tutorial on how to create your very own 3D mannequins:
Renderpeople Tutorial – Creating 3D Mannequins

What you can read next

Strategies for creating convincing Retail and Restaurant Concepts in Rhino 3D
Office and Retail Visualizations: Tips for Your Next Visualization Project
Creating Animated Videos with Posed 3D People – Vehicle Maintenance Solutions Showcase

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