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> I suspect you could generate a model-image that would "work" with a kind of clothing (since both clothing and image can be trained). But generating a model-image that suits a given demographic, that expresses "what's becoming hip right now" and so-forth would be extremely hard. I mean, when I picture the problem, I imagine taking a single panorama-like photo capture with a smartphone, circling repeatedly around a human being whose likeness you want to use; and the phone using its barrage of sensors and ML cores to spit out a pre-rigged and textured high-poly 3D model of that person, that you can then drop into Blender and throw your clothing designs onto (i.e. the very same digitally-simulated designs that your designers prototyped with before getting the design made for real — presuming there was any amount of industrial design going into the object, which there certainly is for anything as complex as e.g. glasses frames, or a handbag.) The pre-rigged 3D model output from such a body-scanning app would have a standardized rigging, such that 1. you'd know how your digital clothing items would interact with it before attaining the body-scan itself; and 2. allowing you to throw some posing "behaviour" scripts on it (that target said standardized rigging.) So this could all be parallelized. Last step: pick a 3D-recreated environment, set the viewpoint camera and lighting, and snap screenshots at will. (This part doesn't need to be a science; you can just put a trained photographer in VR goggles, and have them circle around the digital model taking digital pictures with their field-of-view at time of trigger-press being the composed shot.) The important part of this, from a cost perspective, is that you can then reuse this model for a combinatoric number of "shots", without ever paying the original body-scanned person again, or taking time to organize a new physical shoot with them. You can "re-shoot" them in localized advertisements for every target market you're launching the product in, all without needing to leave the room, let alone paying them to come back in. If you launch accessory products months later, you don't need to retain their talent; you have them "on file." Likewise if you need to dredge them up 10 years later for an anniversary "shoot." |