20th November 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 0 comments
We have decided to go back to basics and start from scratch with our Unity viewer. We learned a lot from the last build but its time for a fresh start with a new lighting system, user interface, camera controls and shading options as well as lots of other features you have been asking for. […]
Read more
Anatomy 360 Art Challenge Results
2nd April 2018 / by James Busby / Anatomy 360, Blog / 0 comments
Read more
New Male And Female Multi Pack
8th December 2017 / by James Busby / Anatomy 360 / 1 comment
Male And Female Multi Pack 54 x Poses We have just released the first of many discount multipacks featuring 4 unique Anatomy 360 pose packs. These packs represent a significant saving over buying individual products. This multipack saves you £15 over the cost of individual packs. Female 04 Pose pack Female 03 Pose pack Male 02 Pose […]
Read more
Female 04 19 x Pose Pack
28th November 2017 / by James Busby / Anatomy 360 / 0 comments
Female 04 19 x Pose Pack We have released our fourth female anatomy pose pack. This one features 18 different dynamic poses as well as a relaxed neutral pose. Gallery
Read more
Male 02 15 x Pose Pack
13th October 2017 / by James Busby / Anatomy 360 / 0 comments
Male 02 15 x Pose Pack We’ve just released another Anatomy 360 pose pack. This time we have an older gentleman with a mixture of classical and dynamic poses. Gallery
Read more
Anatomy 360 is Live
1st May 2017 / by James Busby / Uncategorised / 0 comments
Anatomy 360 is a new way to view 3D photographic reference. Rather than studying fixed perspective/angle photographs, we have captured our subjects in full 360-degree high-resolution colour. Our Application allows you to view the model from any angle you choose. Furthermore, it gives you the ability to light and shade the subject exactly as you […]
Read more
Morph based muscle deformation
10th June 2015 / by James Busby / Anatomy 360, Uncategorised / 10 comments
A quick experiment converting a scan sequence into a morph able mesh with the eventual aim of creating a fully pose-able model with realistic muscle deformation. We used Wrap X to quickly transfer the high res scans to a base mesh and then Lightwave 3D to create the morph targets. In order for this […]
Read more
Weight bearing anatomy sequence
8th June 2015 / by James Busby / Anatomy 360, Uncategorised / 1 comment
We have been capturing some very exciting new weight bearing scan sequences for the viewer, you can see a quick preview in the video above. This single sequence represents about 10 frames from 500 frame scanning session. These scans represent what we think is a huge step change in the way we study the […]
Read more
Capturing the human hand
6th June 2015 / by James Busby / Anatomy 360, Uncategorised / 3 comments
We are still working on anatomy 360 adding lots of new features, the application has been rewritten from the ground up to incorporate all the features you guys have been asking for. As well as capturing full bodies we are scanning as many hands in as many poses as we can. were hoping to release […]
Read more
Back to basics
20th November 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 0 comments
We have decided to go back to basics and start from scratch with our Unity viewer. We learned a lot from the last build but its time for a fresh start with a new lighting system, user interface, camera controls and shading options as well as lots of other features you have been asking for. […]
Read more
Its all in the detail
19th November 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 2 comments
Putting the finishing touches to a completed cleaned scan using Zbrush. For those of you who have ever done anything like this before we use an High Pass filter generated from the colour map to create the really small high frequency skin details. however it doesn’t always work the way it should inverting dark areas […]
Read more