Free 3D human head scans

Download Free Sample Scans

All human 3D head model scans are free to use for both personal and commercial work. We only require to give us credit whenever they are used in your case.

You can find links to the 3D scan packages below.

full body 3d scanned model photogrammetry

Raw and Cleaned scan

ZTL and OBJ files with 16k Texture

hand scan photogrammetry 3d model human

Retopologized ZTL and OBJ files with 16k Texture

jacket scanned 3d model photogrammetry

Retopologized ZTL and OBJ files with 16k Texture

free raw scan

ZTL and OBJ files with 16k Texture

free clean scan

Retopologized and Cleaned scan( 6+subdivs )

Recorded Cleanup in Layers

ZTL and OBJ files with 16k Texture

free PBR model

Realistic PBR 3D Head Model

Animation ready topology

Separate eyes and facial hair

Maximum Optimized UV

Fine Skin detail in ZTL

Recorded Layers

Base topology (10k)

16k PBR Textures

3ds Max, ZTL and OBJ files with 16k Textures

Ultra high-quality captured geometry shapes and textures

Full close-up texture resolution with sharp detail capturing every feature on these free human model 3D scans. As you can see, the level of precision is impeccable and the files you get are 100% hi-res.

scan geometry quality

Extremely detailed 16k+ texture resolution of human head 3D model

Here’s a full close-up texture resolution with sharp detail capturing every feature of the 3D human scans. With our latest technology 3D head scanner, you are going to get all from skin tones, pigmentation, black dots, accurate coloring, facial hair, eyes, beard, moustache, etc.

Animation Tailored Topology

Fully retopologized and ready for animation mesh, our free photogrammetry models are a good place to start. After that, if you want to proceed with more advanced cases and technology, you can call our team at any moment. Get the model scan exactly how you picture it in your mind. Bring your astounding ideas to life. We are here to cooperate.


Build Digital Humans

Hyper-realistic 3D human scans on demand. Boost your production with real-time digital parts of the body. Get a facial scan, a body scan, clothes scans and a whole body scan composition.

Try our free human model now and if you have further questions, you can write to us at any time.


What is the difference between a RAW scan and a Cleaned scan?

Once the photography session is complete, all the images are computed, and the result is RAW scan asset. That is the first 3D model that is created from the calculation of all photos. This RAW scan usually runs into the tens of millions of polygons and could have some problems, especially around areas with hair. However, when we present our RAW scans here, they have gone through some basic optimization and fix geometry. Usually, they are exported at 2 million polygons each.

The Cleaned scan ( or retopologized ) as we call it has a different geometry in quads that is now in the thousands of polygons, not millions. It is also gone through a cleanup of all problem areas. This makes this product a lot easier to use and better to look.

What is the difference between a cleaned scan and a PBR model?

The PBR stands for physically based rendering. The textures and materials are prepared so that the model is compatible with a wide range of different 3D software and engines with no difference in the way the product looks. Also, the PBR model’s geometry is created in a way that the asset is suitable for rigging and animation. Further, the PBR 3D model is still carefully cleaned and from the problem scan data around the hair and the cap that the actors are photographed in. The detail on the head is then recreated in those areas. Additional maps like glossiness, specular, normal and displace are created, and a unique SSS material is applied to the asset. All of that results in a very high-end product that you can instantly use.

What is the difference between a cleaned scan and an animation-ready scan?

The animation-ready asset has a rig in place. The topology is created so that there are no stretchings or geometry issues when moving the elements of the model around during animation.