Weight bearing anatomy sequence

  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 […]

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Capturing the human hand

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 […]

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Anatomy 360 new features

The last few weeks have been slow ones, we’ve had a lot of client work to to get on with so we haven’t had a lot of time to work on Anatomy360, this will change in the coming weeks as we get freed up to spend some more time on developing the app. We have […]

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Animal Skulls

Quite a few people asked us if we can scan animal skulls and the answer to that question is, yes we can 🙂 Below are a few examples that we will be available on the site when it launches. Goat Skull Gorilla Skull     Roe Skull

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Écorché

An écorché (French pronunciation: ​[ekɔʁʃe]) is a figure drawn, painted, or sculpted showing the muscles of the body without skin, normally as a figure study for a work, or as an exercise in training. Renaissance architect and theorist, Leon Battista Alberti recommended that when painters intend to depict a nude, they should first arrange the muscles […]

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Anatomy in Motion

We are able to capture at a very low frame rate approximately 2 – 3 frames per second, . The Gif images below show a simple torso rendered using lightwave (Not realtime) this only consists of 3 frames but clearly demonstrates the potential of capturing in this way. Great for the study of muscle groups […]

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Anatomy 360 Test Model

This is a very early test model, running on a browser.. We have cut back a log of the functions seen in the previous videos, we want to get your feedback purely on the quality of the model and the lighting. So anything you can contribute via the comments below would be really helpful.. Note […]

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Back to basics

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. […]

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Its all in the detail

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 […]

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