3rd December 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 21 comments
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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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 […]
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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 […]
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Anatomy 360 new features
8th February 2015 / by James Busby / Anatomy 360, Uncategorised / 2 comments
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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Dynamic Pose test
4th December 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 7 comments
The first of our truly dynamic poses, captured with out new 140 camera rig many more to come both nude male and female.
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Animal Skulls
3rd December 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 2 comments
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
3rd December 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 21 comments
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 […]
Read more
Anatomy in Motion
25th November 2014 / by James Busby / Anatomy 360, Blog, Uncategorised, Uncategorized / 11 comments
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
24th November 2014 / by James Busby / Anatomy 360, Blog, Uncategorised / 104 comments
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
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. […]
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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 […]
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