I've had this fun little experiment in my head for a short while now, and I decided to give it a go.
I've basically just improvised a crude 3D scanner.
Components used:
- Trust spotlight webcam (paid around 9,99€)
- Laser level square (was lying around in garage, price unknown, but didn't feel like getting the parts required to build diy line laser)
- David laserscanner software (free)
- Sheet of cardboard/foam plates at a 90° angle to keep calibration sheet in place.
Here's a single angle attempt at scanning so far:
It's a scan of a little sculpt I did a few years ago.
Issues I have yet to properly resolve:
- The residues you see around the scan results. Can probably resolved through more controlled sweeping of the laser line and tweaking of the scanning corner.
Issues I have run across and found a solution for:
- Can't start camera error: under hardware setup, click the camera format button, and set up the format. The camera should start up now.
- Calibration issues: Place the camera close enough to the scanning corner, make sure enough of the markers are in frame, use a flashlight/lamp to illuminate the scanning corner and tweak the cam properties (contrast and brightness specifically)
- Laser not detected: Change the cam properties, again tweak contrast and brightness.
Software can be downloaded at: http://www.david-laserscanner.com/
Coldworks art and other stuff- blog
Thursday, May 9, 2013
Wednesday, May 1, 2013
Mecha design process
It's been a long while since I posted.
I'm doing this particular design in steps, and will add to this post as I move along with the design.
The newest image will be on top of the list.
The basic premise: A simple mass production mecha model without a head and with the ability to design some variant models... oh, and a reasonable polygon count.
Stage 6: added some more detailing to various parts, as well as modifying some of the materials a bit.
Fifth stage: added some basic materials, next up, more detailing.
Poly count for this stage model: 2K'ish faces
Materials acquired from: http://matrep.parastudios.de/
Fourth stage: Legs reworked, next up, texturing
Third stage: arms reworked, now busy with the legs.
First stage was just a crude first design to figure out the general layout of the machine, and in the second stage I expanded on the cockpit and spine sections of the machine.
Polygon count is still quite low, with just under 2K faces for both models combined.
I'm doing this particular design in steps, and will add to this post as I move along with the design.
The newest image will be on top of the list.
The basic premise: A simple mass production mecha model without a head and with the ability to design some variant models... oh, and a reasonable polygon count.
Stage 6: added some more detailing to various parts, as well as modifying some of the materials a bit.
Fifth stage: added some basic materials, next up, more detailing.
Poly count for this stage model: 2K'ish faces
Materials acquired from: http://matrep.parastudios.de/
Fourth stage: Legs reworked, next up, texturing
Third stage: arms reworked, now busy with the legs.
First stage was just a crude first design to figure out the general layout of the machine, and in the second stage I expanded on the cockpit and spine sections of the machine.
Polygon count is still quite low, with just under 2K faces for both models combined.
Sunday, April 14, 2013
Submarine render, texture baking experiment
A small experiment I did with texture baking in blender.
It did not entirely succeed... The model on the left has around 60K+ faces, while the one on the right only has only in the 400+ range.
Here's the first try, somehow ended up rather strange.
Going to keep experimenting until I figure this out properly.
Learned: pack the texture images and link them to your materials before appending the model to another file or saving, otherwise they won't be added properly.
Tuesday, March 26, 2013
Saturday, March 23, 2013
Friday, March 22, 2013
Alchemy sketches, will be doing more 3D stuff soon.
Today's post contains more alchemy sketches.
More 3D stuff will be coming soon, as well as an experiment with papercraft.
Even have a model ready for that, but I think it would be smart to wait until I can get the poly count down a bit on the model.
More 3D stuff will be coming soon, as well as an experiment with papercraft.
Even have a model ready for that, but I think it would be smart to wait until I can get the poly count down a bit on the model.
Wednesday, March 20, 2013
Post of the day: more alchemy sketches
Seems I've got a massive case of artists block regarding 3D modeling, so I'll try doing some more alchemy sketches until it passes.
Here's one I did today:
I've been wondering...
How does one deal with artists block?
I think I'm going to do some other stuff in the meantime.
Will post updates soon.
Here's one I did today:
I've been wondering...
How does one deal with artists block?
I think I'm going to do some other stuff in the meantime.
Will post updates soon.
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