sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

  • Hash Fellow
Posted

They make this sound like a bit more of a caper than it really is (I'm not sure that the shape of the bust of Nefertiti was a big secret) but now you can get her in inconvenient polygon form, ripe for your retopology experimenting.

 

Artists Covertly Scan Bust of Nefertiti and Release the Data for Free Online

 

 

Nefertiti-3D-1024x669.jpg

  • Replies 16
  • Created
  • Last Reply

Top Posters In This Topic

  • Hash Fellow
Posted

Here she is in glorious A:M color! (click through for large size.)

 

Too bad they didn't include color maps in their scan.

 

NefertitiD0.jpg

Posted

I was greatly impressed by the level of detail in the scan. Especially since it seemed they were using an Xbox Connect as the scanner.

  • Hash Fellow
Posted

Is that how they did it? I figured they must have done some sort of a walk-around with a video camera and then software derived a mesh from that.

 

 

Yeah, it's like laser scan detailed.

 

For the curious... 2,018,232 polygons

  • Hash Fellow
Posted

The ear seems to have issues.

 

I think it's accurate. On the sculpture both appear to be damaged in the same manner.

  • Hash Fellow
Posted

Was there bump/displacement maps involved... all that intricate detail in her hat is polygonal?

 

It's ALL geometry detail. They scanned the original 3300-year-old bust. I don't know how they got that sort of detail with a Kinect but somehow they did.

 

Artists Covertly 3D Scanned Nefertiti's Bust And Released It Online
  • Hash Fellow
Posted

Robert,

 

How long did it take you to import the OBJ file. I've had four cores churning away for more than 30 minutes.

 

 

It only took me two minutes as a Prop.

 

You are importing it as a Prop and not into an MDL, right?

  • Admin
Posted

While it'd take some work, the entire bust could be textured (as if painted) via gradient materials. ;)

I presume the primary mat gradient would be flesh and hat.

I'll guess it'd take at least 8 additional nested gradients to account for the eyes, ears, nose/cheeks and mouth.

The hat mat would be fairly straightforward until accounting for that tassel, although a rotated mat gradient might be able to grab it to properly separate from the base of the hat.

 

The alternative would be to take it into another program and add the image maps, then once saved reimport into A:M wit those maps.

I'd say a good candidate for that might be Sculptris.

Posted

 

You are importing it as a Prop and not into an MDL, right?

You say that as though I've done this before. :lol: I let import to a model run for three hours while we went for a leisurely lunch and it was still at 20% when I returned. Importing as a Prop was MUCH faster. Now that I see the density of the data, I realize why.

 

Thanks.

  • Admin
Posted

Here's a quick example of texturing poly Props in A:M with materials.

I decided to start with a Spherical to separate flesh from hat and then went with gradients thereafter.

I thought a good way to get quickly to different color on the tassel might be to use specularity and that worked rather well (going with the gold hat).

I decided to go with global axis for the material as I thought that might be easier to edit via Chor as I was having to deal with the wrong orientation of the model in Modeling Window and didn't want to have to deal with that. Reorienting Nerfi in the Chor allowed me to tweak the material in a more reasonable orientation.

The density of the Prop definitely slowed down refresh rates.

 

A better job would take the time to get that more exacting line between hat and forehead... and account for that finer piece of cloth(?) between hat and forehead.

If I was Bill Young I'd have a clue as to what I am doing with nested materials! That guy was a material painting machine.

 

Edit: Something I didn't think to do which I should have thought of was using multiple materials and then adjusting their location/translation first before moving toward refinement. That appears to work rather well too. I haven't tested to make sure multiple mats save appropriately with props... looking into that now. *Update* And they do! :)

Nerfi Mat painting.png

  • Admin
Posted

Nice site Nancy!

Yes, STLs work well too. Although I usually have to scale them up more than OBJs found on the internet... often by as much as 10000% because they are so small.

 

Here's a bust of Al Einstein grabbed from the site you just linked with a marble material dropped onto it from the materials library.

 

I tweaked lighting and material a little to get a fake translucency and colored marble.

 

Edit: Those mapcaps worked great Nancy! Beautiful stuff!

Al.png

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...