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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Stark lighting

A 3D model viewer is all well and good but if you cant get the lighting correct then its just another weird floating model in an empty void.. Switching from distance to spot lighting allows us to create some fantastic stark lighting setups, much better for defining the form and picking out the smaller details. […]

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