Sunday, March 4, 2018

Brandon Wehenkel: Independent Study (Update 2)




Comparison

Since I already established the purpose of this study here, I won't need to reiterate the exact same thing again for this and the next two posts.  Unfortunately, by the time I created my first blog post I was already 3 weeks behind.  The scanning process was an utter nightmare for me, and I've understood that I may have made my sculpture a bit too detailed (I still wanted more detail too) and too large for the scope of the NextEngine 3D scanning device.  This time around I spent many hours after normal business hours in the lab working in the RapidWorks application.  The first week of February was nothing but hole filling and retopologization for the standing figure only.

For a turntable go here.

Modeling Techniques:

RapidWorks, Body
A great tool I used a lot was sew boundary, it fixed a lot of the Zfighting.  Healing Wizard also helped me identify which parts of my model had issues, not everything was fixed by the wizard, most of the time it was an assistance tool.  Isolating the problems that were identified with the healing tool made it easier to clean the mesh.
Standing Figure 
Before Alignment, 16M polys
Here you can see the color variation for each layer that became a clutter of massive problems.  A whole lot of messed up geometry and misalignment issues.  I also had an issue with the texture not following through to RapidWorks as well, but that was the least of my issues.

After Alignment, 26.85M polys
By the way, aligning took 6 hours with Rewrap.  The solution to reducing time, smooth = fewer polys.  I used three different methods:  Mesh Buildup Wizard, Rewrap, Optimize Mesh.  Optimize mesh never worked, it was an absolute 100% waste of my time.  From 1pm to 10pm the computer did nothing but "load," at one point the computer was running at 92% memory capacity due to this tool.  In my case, the wizard helped tremendously while the rewrap helped fix some of the overlapping geometry.  However, I still had to go in and delete a lot of the manifold edges and overlapping geometry because they made the model mucky like chunky peanut butter.  Some areas such as the buttocks and the legs were so destroyed by the manifold faces that I needed to rebuild a lot of the modeling with the sandpaper tool by hand.


One of many massive issues that came with Rewrap (after Global Remesh retopologizing) and decimate is that a large chunk of the normals flipped.  I am using the bridge tool here.  Take note of the massively broken boundary (aka squiggly yellow line on the back of the head).  Most of the model looked like this.  The horns were destroyed entirely from underneath.  The face lost a lot of the modeling from the nostrils to the neckline under the chin.  The gap underneath the udder to the pelvis was nonexistent and contained a boundary that went from the hand all the way down to the knee.  All the effort I put into making a unique stand also went to waste, now it's mostly flat.  A large chunk of that boundary was created from one of my partial scans from ScanStuido. (Later, I had to rebuild the stand in Mudbox just because RapidWorks didn't create a nice smooth mesh).

IMPORTANT INFORMATION: If you're trying to fill holes in ScanStudio and have an issue with the model being too large for the view window and think that you'll just fill the gaps with partial scan data, don't do it. It's best to not do close up scans of the object that are only partially aligned.  Make the decision to fit the entire object within the window or pick another scanning software.  If you can't make a fully attached scan discard it, otherwise you'll end up with a lot of massive broken boundaries in Rapidworks when trying to fill holes. Or unattached scan data.  The reason I chose to make only partial scans is that I couldn't get the torso to fit in the view window, so I let the scanner do what it needed to do and moved on with the data that I had.  Because I had about 1/3 of the torso scanned, the other 2/3rds were broken.  The location where the extra scan data overlapped with the original mesh caused a lot of flipped normals and massive gaps in geometry.  The tools in Rapidworks that try to remap or retopologize the sliced date sew pieces that you might not want to be sewn together creating a lot of problems later.


PARTIALLY ATTACHED SCAN DATA IS BAD!!
Scans B, C, and D were only sections of data, which basically corrupted my geometry.

 
This is the best example of what I'm talking about. (Ignore the massive wall on the backside of the figure, that was something that came about from using the wrong setting in a tool.)  The left thigh has a massive flipped normal, that is not a hole.  There are two layers of data on this model.  The legs had a more clean set of geometry, and the geometry underneath caused a lot of that messy, jagged noise.  This was a nightmare to repair.  Also if you go back to the image that I posted above with 26M polys, you can see the floating geometry that caused a seam from from the pelvic region all the way to the tip of the ear.  Most of it was deleted.  The hands were never fixed entirely in Rapidworks.

Mudbox, Body
I imported the body .obj file into Mudbox. Before you go any futher make sure you hold "spacebar" and select the arrows to change the position and scale of the object.  The importing process into Mudbox is dumb and the models are always scaled wrong.  When I imported the models, there were a few errors such as High-valence vertex, Two-sided faces, Zero-length edges, Degenerated Face. The best thing to do to correct these:
  1. Make sure you're in triangular topology (quads don't work, *go here for more info)
  2. Press "V" (goes into selection mode.)
  3. Select all of the faces surrounding the error.  
  4. Delete. 
  5. Then use Mesh --> Patch.
  6. Undo and redo the process until this works.

 Holes

I had run into a stopping point for the week of February 19-25th because of a significant error that has prevented me from continuing.  Sometimes on 22nd, I noticed I had a hole in my mesh post-quad topology.  Some reason Mudbox doesn't like editing errors in this topology type, so I imported the file into Rhino to clean the holes and discovered there's a vertex alteration in the .obj conversion.  The data becomes 4x larger when importing from Rhino to Mudbox.  The file never loads in Mudbox, unfortunately.  Professor Scott said to ignore the holes till I need to work in Rhino officially.   The Feb 23- Mar 3rd I was busy cleaning up the butter mesh on the body.

* March 5th, I discovered the solution to this hole problem and it was much easier to fix than I had thought previously. Use the Freeze tool to mask the holes (to prevent tearing in the mesh) then use the Remesh tool under Mesh --> Remesh, similar to Smooth --> Decimate in Rapidworks.  It asks for a percentage and poly count.  Just type in the poly count and it retriangulates the model.  Then you can go back and select all the polys around the hole with the "F" key and select mesh --> patch.


 Goat progression


The feet progression.

Because the feet were made on the base, the scanner didn't really like it much.  So I had to rebuild the feet twice.  Once in Rapidworks and again in Mudbox.  Nothing different was involved with Mudbox, I used all the same tools as the rest of the body.
 

Sitting Figure:

Import from ScanStuido

Udder mess

Scan Studio, Sitting
This part of the figure is the sitting portion of the process.  I did not run into any significant issues with this part.  The figure fit perfectly centered in the view port, and I only needed to do 2 scans, a top, and a side scan.  I aligned them with minor errors.

Before cleaning

Bridging the hoof
RapidWorks, Sitting
I first I fixed the viewport alignment with tools --> align --> Datum and changed the right image to match my view window for the front.
Then I used Mesh Buildup Wizard to attach all my scans from scanStuido to make a workable mesh.  The main problem is that the dew claws and the forward section of the hoof were misaligned similar to the standing figure, so I spent most of my time in RapidWorks cleaning up those areas.


Cleaned version 1

I had a few crazy boundaries that required some finesse.  Like I mentioned before the areas around the hooves were the worst.  I had to destroy most of the exterior mesh to rebuild it with the fill holes tool, golf and bridge were most useful.  I don't much like plateau much because it doesn't really know which part of the mesh to destroy; sometimes it erases the entire mesh.

The groin area was not possible to fix in RapidWorks.  I had to adjust in Mudbox.  There was a lot of non-manifold edges there, and I did the same as the hooves.  Used bridge and golf to remake the modeling of the legs and the teets.  The legs are folded over one another in this location and because there isn't a "pinch" tool like Mudbox/Zbrush.  In this program, you have to trick the mesh by building and destroying the mesh over and over till you get the right elevation for the geometry.


Mudbox, Sitting
The udders, the modeling around the buttocks and ankles, the creases, and the hooves were lost in the scan.  Same as the body and the arm I used the smooth, bulge, and knife tools. 

Cleaned version 2


Arm:
Mudbox Cleaned


Because all the issues I had with the standing figure I needed to create a new arm.  The mesh for the arm was fused to the udder, and I need to create a part that could be separated from the rest of the mesh for when the goat is sitting.  The standing figure is holding their udder while the sitting figure is not.

Scan Studio, Arm
Only one full 360 revolution scan was required for this model. I used 6 photos to complete the scan due to its simplicity.  It's just an arm.

RapidWorks, Arm
Same as the last two meshes, I first uploaded the scanStudio file then used mesh buildup wizard to attach all my scan data.  The bottom had a hole, and it was patched with bridge and golf.

Mudbox, Arm
Imported to Mudbox where the smooth, bulge, flatten, and knife tools were used significantly.

Rhino, All
I imported all the models into one file and manipulated them to begin my cutting.  I put all object on the origin by using Move and typed 0,0 in the toolbar.  Then used the various perspectives to position each object to intersect its corresponding geometry that I want to cut.


At this point, I wanted to see how the geometry matched up so I can go back and forth on Mudbox & Rhino.  Before and after, I wanted to bulk up the appendages. I made a minor error when creating the extra arm, so thats the last thing I need to fix before I cut all the geometry for 3d printing.

Problems:
This project was much more ambitious than I thought.  I am seeing that the descrepancies between the scan and the next stage in Mudbox/Maya/Rhino is a significant amount of repair and remodeling time.  Because Rapidworks doesn't have much for modeling a lot of gemoetry is lost when repairing the alignment problems.  I spent several hours just working in Mudbox which I didn't expect was going to happen.

The hardest part for this project is correcting my own bad geometry.

Sunday, January 28, 2018

Brandon Wehenkel: Independent Study (Update 1)






Concept:
The scope of this project is to make a 3D printed figure that has interchangeable parts. The best example of what I was trying to do is similar to 3DTotal Games' Kickstarter project.  My idea is to create a figure that can be displayed in a standing position or a sitting position.  The idea stems from my interests in action figures and anthropomorphism in the art world.  My 3D printed sculpture will be painted when finished.

The inspiration for this project begins with Greek mythology, specifically Pan the Satyr servant to Dionysus (the god of wine and parties) who is half-man half-goat. Goats are one of my favorite animals, and I found it quite fun to make a goat sculpture. I want to create my own figurine. I am an avid collector of action figures as well as an active member of the furry community.  I prefer to work with anthropomorphic art when I have the desire to make something.  The sculpture was influenced and inspired by some artists I follow.  Bear in mind those who have a "*" in front of their name have works that involve nudity and may not be appropriate for all.  *ECMajor (who is the best source for anatomy for anthropomorphic characters,) *Tchaikovsky2 (my favorite artist), Danny Choo, *Miura Etsuko, *Hans Bellmer, *Liu Xue, *Kristine Poole, Beth Cavener, Ryohei Hase.


Modeling Techniques:
I was required to make my sculpture before the 1st day of class because of the complexity of the design and also my skill.  Sculptures such as these need a lot of time and planning for it to be done correctly.

 Scetch

Full body Scetch

I started first in the sketchbook May 2017 with a few hand-drawn pictures of how I wanted my figure to look.  I drew a few poses to understand what I wanted to make, but I never knew exactly which pose till I had clay in hand.  I started modeling my sculpture in August 2017 with the creation of a metal armature.  The clay modeling phase took several weeks.


 WIP V1 Bust (August 2017)


 WIP V1 Body (October 2017)


 WIP V2 Body; Udder V1 (October 2017)


Armature V3 (November 2017)


I decorated the armature with tape and tinfoil to speed up the cooking process.


Armature with tape and a beginning layer of clay (November 2017)


Udder V2 (November 2017)

Udder V3 (December 2017)


Sitting V3; WIP Standing V1 (December 2017)

Once the sculpture was to the point of desirability, I needed to make a sitting version as well.  I also learned I needed to create a new arm after I finished my first scan.

 V3 sitting finished with extra arm (January 2018)

I cooked the sculpture shortly after New Years, so the family didn't have to worry about needing the oven.  The texture darkened some.


Cooked (December 2017)


Then I took the project into Scan Studio where nothing turned out right except the first standing sculpture.  The top and bottom of some surfaces did not show well in the scanner.   I scanned everything in 360 HD with 14 layers.  All the scans took 72 minutes, and I did 9 scans.  6 of those scans corrupted or failed to align.


The only thing that scanned correctly for the standing figure.  The extra arm and the sitting sculpture scanned much better than the standing figure.


Massive Issues:
In Scan Studio with the 6 scans that caused problems I also tried to do individual scans, and for some reason, they couldn't align with existing families.  I made 2 individual scans (took about 10 minutes each) when the sculpture was on its side to try to get underneath the udder and chin, but those corrupted the entire 1st scan process.  I did manage to get a save file before the corruption, so it didn't waste a huge chunk of my time.


I used a zip tie to try to keep the sculpture in an angled pose for the scanner, and it didn't translate for the scanner.  Also due to the size of the sculpture, I had to make several dissected scans for it to fit in the view window in HD mode.  The torso was the most frustrating because it did not stay inside the view window when doing a 360 scan.  For some reason, the scan corrupted when the scanned object went outside its cutouts.  I could not do a 360 scan of the torso because of the corruption issue, so I only got HD layers for the legs to the stomach.  This was the scan after I turned the model on its side to try to get the modeling around the holes.  It was not possible to fill them with this bad scan.  I scanned 2 different ways, and both were unusable.


  Holes


After I scanned the sculpture, I noticed there were a significant number of holes. The top of the head, underneath the chin, a large chunk of the udders, the calves, and all of the base.  I was told this could be fixed in nextEngine where I could bridge the holes together, it is my next step.  I lost 3 days dealing with the masking process for Agisoft then two days figuring out why the point cloud wasn't working.

I used Agisof Photoscan as well, and it didn't work either.  I took 40 pictures with my lazy susan on a cloudy day in my backyard, uploaded them to photosphop, and created a mask for all 40 individual photos (1 of the 40 is on the top of this blog post).  I followed this tutorial and this tutorial.  I uploaded them to Agisof, aligned the photos, and was given a cluster of dots that sorta looked like my sculpture.  I then created a dense point cloud to create a better image, and it didn't change much.  I only had a little more than 4000 points in my dense point cloud which was not good.

Agisof Photoscan dense point cloud error


1st four weeks expectations were to scan the model to 3D, remodel in Mudbox and Rhino where I wanted to cut the model into smaller pieces for 3D printing.  Unfortunately, I ran into too many issues with the scanner that put me back.  I came in several times after regular school hours, and I kept running into significant problems with the scanning process.  I had to delete some of my scans because something corrupted and ruined a bunch of the save files.


 This was the best alignment I could receive.  There are some ugly layers of certain parts of the legs, the udder, and the arms.


Materials:
Black Polymer Clay
Grey and Peach Polymer Clay
16 and 18 Gauge galvanized wire
Masking tape
Heavy Duty Aluminum foil
Clay modeling tools and pliers.

Friday, December 15, 2017

Sarah Pinto: Cardboard Ball

Concept:

Acoustic Guitar
I sought out to create an acoustic guitar from laser engraving in cardboard. I play guitar and I've spent a lot of time around them so when it came down to choosing an object to create, a guitar was at the top of my mind.

Techniques:
I started out in Maya and modeled my guitar. I didn't want the assembling process to be over complicated, so I limited the amount of polygons used. I then transitioned my model to Pepakura and unfolded the model. I made sure everything in the program was set to millimeters. I used the slice tool to make my process easier. Afterwards, I then moved my unfolded guitar model from Pepakura into Rhino and using the appropriate layers (cut lines, mountain lines, valley lines, etc.) The cut lines were originally off (as pictured below), as parts of the lines were missing, however, I went back and manually drew out some of my cut lines and then I was ready for my laser cuts to begin.

Guitar Model from Maya to Pepakura

Guitar Model from Pepakura to Rhino (prior to cut lines being fixed).
Materials:

I used Flute Cardboard for my guitar. I used a hot glue gun to assemble my pieces once they were retrieved from the machine shop and I used various acrylic paints to make my piece look as close to a real guitar as possible.

Flute Cardboard Cutout




Finished Guitar

Me with my new guitar!



Sarah Pinto: Skateboard Deck Laser Engraving

Concept:


I've always been a person that doodles in all of their notebook. My design was a combination of all of my doodles so it would be more intricate. I always draw flowers so my outline was a flower and then I cam in with the more intricate design work. I love yin-yangs, not only for the design but for the meaning as well. The yin, the dark swirl, is associated with shadows, femininity, and the trough of a wave; the yang, the light swirl, represents brightness, passion and growth. According to Chinese theory, there are two forces in the universe. Yin is the passive, negative force, and yang is the active, positive force. According to this theory, wise people will detect these forces in the seasons, in their food, and so on, and will regulate their lives accordingly.           

My Original Sketch


Techniques:


I drew my image by hand, as I love to doodle, I was excited to combine all of my favorite notebook doodles into one. I then scanned the image and transferred it over to Adobe Photoshop and darkened some lines and and filled in some areas. I then transferred it over to Adobe Illustrator using the skateboard deck template and creating the appropriate layers and changing the depth to 0.1mm for raster engraving. I then submitted my files to the machine shop and once it was engraved, I ran over the original design with black paint and then rinsed it off so the design would be stained black and significantly more prominent. 
My design on the AI Skateboard Deck Template


Materials:

I purchased the skateboard deck recommended by Professor Scott on Amazon. "FORESTONE Blank Decks: Deck (Natural)- 8.0 inch: Deep Concave" And after getting my deck engraved, I used black acrylic paint to stain the engraving and make it more prominent.

Engraving Prior to Black Staining




Engraving after Black Staining