Lloyd Bosworth : archaeologist | human | beard

Adobe Illustrator Quick Tip: Adding Outlines to Strokes

Roads are only mustard coloured when I'm hungry.I’d always thought that only polygonal shapes could have a fill colour and a stroke path in Adobe Illustrator, but recently I’ve discovered that strokes can also have stroke paths applied to them too. I’m finding this really useful when drawing things like roads and tracks that need their edges defining with a darker border.

My workflow up until now would be:

  1. Draw a stroke path
  2. Give it a thickness, say 5px
  3. Duplicate and paste it in place above (Ctrl+C and Shift+Ctrl+V)
  4. Reduce the thickness of the duplicate to 3px
  5. Change the duplicate’s colour

This would produce a 5px wide stroke with a 1mm border either side of a 3px centre line. This works great, but on the downside, it doubles the number of layers and it is difficult to select the lower stroke without having to delve into the layer tree hunting for the correct one. (more…)

Star Wars is new official reference scale

Low polygon model of the Temple of Apollo at Delphi with a Stormtrooper and AT-AT for scaleI began this model of the Temple of Apollo at Delphi some while back, but only now have I got around to finishing it. It’s a low polygon model, nothing fancy or intricate, and the dimensions are as best as I can get from the literature. The temple today is about as ruined as anything could be, so everything above ground is pretty much conjecture, although there are rules to Greek architecture and some well-preserved examples, so it’s likely not far off.

The model was made using Autodesk Maya and rendered in 3ds Max. It has a simple ambient occlusion material applied and it would originally have been polychrome, i.e. it would have been pretty gaudy!

The Stormtrooper 1 and AT-AT 2 are there for scale. The Stormtrooper is c. 1.8m and AT-AT is, I don’t know, as big as it is. Who knows? It’s not as if it’s real thing or anything. Anyway, it’s scaled to the height of the Stormtrooper based on an image I found searching on Google. Deal with it.

3D Printing and Archaeobotany

Can archaeobotany benefit from 3D printing technology?

pollen-microscopeTwo things I’ve read recently have led me to ask myself this question. The first was reading that a researcher at Massey University, New Zealand, had created 3D printed models of pollen scaled 2000-3000 times actual size. Dr Katherine Holt noticed that her students struggled to identify pollen types through the two-dimensional imaging of traditional optical microscopes. Having seen 3D models being viewed on a computer screen, she thought that the next obvious step would be to 3D print scaled-up models of pollen and, using a confocal microscope, created 3-dimensional models of pollen from four tree species. (more…)

We can replicate it for you wholesale

This is incredible. The video below, from the Fraunhofer Institute for Computer Graphics Research (Fraunhofer IGD), showcases what the latest 3D digitisation technology can achieve. Their CultLab3D modular scanning system can take a cultural artefact and produce a high resolution 3D model in just ten minutes. Amazingly, this system carries out all the post processing, image colour correction and texture creation automatically; all the curator has to do is place the object on the conveyor belt at the start, and remove it at the end.

Through automation, 3D digitisation can now be carried out at scales previously unheard of, bringing with it a reduction in cost. By bringing down the cost of 3D digitisation, Fraunhofer IGD claim to have made it financially viable for institutions to digitise whole collections.

From VisualSFM to MeshLab

VirtualSFM point cloud before cleaning.So you’ve created a dense point cloud with vertex colour in VisualSFM, (or any other software), and now you want to convert this into a textured 3D model. How do you do that? With MeshLab, creating textured meshes from point clouds is a straightforward process. This quick tutorial will show you how.

There are three steps in the workflow:

  1. Edit the high resolution VisualSFM colour point cloud
  2. Create a 3D model from the high resolution point cloud
  3. Transfer the colour attributes from the point cloud to the mesh