Copresence
AI NativeNext-gen photorealistic 3D avatars. Captured with just your phone. Get started for free.
Published Jul 30, 2026
Public evidence on churn is limited. Plausible drivers to validate during reference checks include:
Copresence appears underrepresented on mainstream B2B review platforms. Searches did not surface dedicated product pages on major review sites in accessible results; some platform access is gated. As a result, most observable customer feedback comes from community forums, app marketplace reviews, and vendor-published materials.
From an Unreal Engine community post sharing a Copresence workflow tutorial:
From community discussion referencing vendor legal pages:
There are few direct complaints about Copresence itself in accessible community sources. Reported workflow pain points that may affect Copresence users (due to MetaHuman/Unreal ecosystem dependencies) include plugin compatibility issues, missing menus, and occasional crashes in the broader MetaHuman community. These issues are typically associated with the wider ecosystem rather than Copresence specifically, but they can affect end-to-end workflows.
Copresence describes a partnership where an agency used Copresence scanning to create interactive avatars and reports lower cost relative to photogrammetry studios and faster workflow times.
Copresence is represented in a 3DBodyTech proceedings abstract describing a pipeline that generates avatar assets from smartphone scans in non-studio environments.
Copresence publishes posts that attempt to quantify accuracy for different capture modes.
Get a comprehensive analysis of Copresence including market position, competitive landscape, adoption trends, and peer benchmarks.
Download full report →Note: these attributes are primarily documented in vendor materials; independent validation via customer references or third-party evaluations is recommended.
Copresence is a smartphone-based 3D avatar capture and export platform that generates 3D head avatar assets intended for photorealistic rendering and animation from a short mobile scan. The typical workflow is:
The product documentation and materials describe capabilities for hair handling, texture/albedo correction, lighting correction, and accessory handling, and document export paths to common content creation tools (e.g., Unreal Engine MetaHuman, Blender, GLTF). Official materials describe "in-the-wild" capture (scans captured outside controlled studio lighting) and report improvements in realism and robustness.
Based on Copresence’s site and documentation, the target segments include:
Positioning: mobile-based digital human creation with emphasis on export formats and MetaHuman import workflows rather than a closed virtual world.