Photo stitching in 123D Catch

I wanted to show a couple of things quickly that came up when scanning the second set of teeth. I used basically the same setup process and here is how it turned out in the first shot-

Not bad but I wanted to see if I could fix the gaps on the front of the model using the ‘photo stitch’ option in 123D catch. Using this feature you can pick the same point on the model in 3 separate photos to give the software a little help in understanding your pictures.

After stitching a few photos and resubmitting the project for calculation, I was able to get a scan possibly better than the previous one-

There you have it! I hope that this has been helpful or interesting to some of you and if you have made it this far thank you for reading. I am not done posting  but as of this post I finally have you all caught up on my current progress. Happy Arting!

Teeth scan second attempt!

I tacked small pieces of tape to each tooth to preserve the model and then placed a small dot of acrylic paint on each sliver of tape. Using a toilet paper roll painted black I created a stand for the model and placed it on a sheet of grid paper that will hopefully help the software track my model. Here is a pic of the new setup-

I took 50 some odd pictures from different angles and here is the result-

Much better! This scan captured a much closer representation of the volume of the object and I was able to take the model, and with much deliberation, optimize/ quadify the mesh for use in Sculptris. I used rectangular wedges to cut gaps into the mesh where the spaces in between the teeth belong.

Finally I wanted to post an image of the texture unwrap generated by default in 123D Catch-

1… 2… 3D!

Autodesk has recently put out a new series of free software for us to play with! The series consists of 4 programs, 123D, 123D Catch, 123D Sculpt, and 123D Make. 123D seems to host an array of features including basic modeling tools and the ability to make 2D representations of 3D models for the use in blueprints or prints that use laser sheets. 123D Catch allows users to use any camera to take pictures of an object, and stitch them together to create a textured model of that object on your computer (or iPad). 123D Sculpt is an iPad app that does pretty much what it says- sculpts and paints textures onto objects that you can manipulate like clay. 123D Make is a program designed specifically to turn your digital models into physicals models. To do this, it converts your 3D mesh into 2D representations that can then be printed on a material (such as cardboard) and stacked to build a real-life version of your model.

In the next couple of posts I am going to be experimenting with 123D Catch to see if I can come up with a workflow for scanning a dental model of my own teeth, and using the generated mesh in the male figure study that I am working on. So let’s get started! Here is a picture of my top row of teeth-

Torso Retopology

I am taking a break from my sculpt to retopologize the torso of this figure. As I have mentioned the place where I work only has a license to use 3DS Max 2010, so I will be taking advantage of Max’s freeform tools to do the retopology for this model. This is my first time using these tools for retopology and I have to say I am quite pleased with how smoothly it all works! Draw-on-model features such as the ‘Strips’ tool allow you to generate topology quickly, and the ability to switch between the standard modeling tools and the freeform snapping feature makes creating complex topology as intuitive as modeling from scratch. If you are interested in reading more about Max’s freeform modeling tools, there is a pretty decent tutorial here or you can read about it more in Autodesk’s documentation for 3DS Max. At any rate here is the retopologized torso-

Male Anatomy Sculpt

Taking the .obj of the retopologized head, I extruded out the rest of the figure’s body in Sculptris. I spent some time tweaking proportions and trying to understand the muscle structure of the male anatomy better. I used an interactive model located at zygotebody.com for reference. That being said, here is the progress on the male figure. I focused primarily on the upper body at the time that this image was taken-

I topologize sincerely… and retopologize.

I want to start this post by doing a plug for an awesome internet widget called P3D. P3D allows you to upload textures, and models in .obj format to a 3D engine in your browser. You need to have a recent version of Opera, Firefox, or Chrome to view the models, but I think it is an excellent way to show off your models by allowing the user to move about them freely! If you do not have a browser that supports this website then I highly suggest you download a copy, as I will most likely be using this to show off my stuff in the future. That being said, here is the progress I have made on the male  head retopology-

If you have a compatible browser and the interactive model above is still not loading then please refresh

Let’s make a head!

So in my down time at work I decided to do a study of a generic male head and use it as an opportunity to see if I could create a pipeline for using a sculpting program at work. Keep in mind that at work we have a license for 3D Studio Max 2009 and no other 3D applications. After doing some research I decided to use Sculptris, which is a completely free and completely amazing sculpting software that Pixologic now owns. If you have not gotten a chance, you can check out Sculptris HERE.

Okay so here is the generic head sculpt that I created,

I thoroughly enjoy this program now and love how easy it is for the program to adapt the resolution of the mesh depending on the details that you are putting into it. I started this head from a sphere and found it much easier to create manageable geometry in Sculptris as opposed to Zbrush. If anyone is interested, perhaps I will give a more thorough review of this program in the future.