Dragons from Tian Hou Temple

After a visit to the Tian Hou Temple, Shekou, Shenzhen, we have create two new examples of photogrammetry models. The temple is a reconstruction of one of the most ancient buildings of what today is Shenzhen, a temple dedicated to TianHou the Mother Of Heaven and goddess of the Sea. The legend says it was built to show gratitude to the goddess for saving the great flee of the famous admiral ZhengHe around the year 1410. From that date the temple has been rebuilt many times, the last one in the 90's of last century. 

We have recreated two elements, that now we share with you through Sketchfab. The first, is one of the two symmetrical sculptures of dragons from the first platform of the inside courtyard. The second one is a decorative element from a traditional stone handrail with a relief of a dragon on the clouds flying over the sea. 

This two models have been optimized to be easy to show on a browser. The dragon sculpture, originally have 6.5 million polygons, a model of 450 Mb. Now you can download it just with 30k polygons with only 1,9 Mb including two texture maps, for diffuse color (the material you can see) and a normal map (to recuperate the detail loss by the polygon reduction).

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

 

 

Category: Work

Dragones del templo Tian Hou

Tras nuestra visita al templo Tian Hou, en Shekou, Shenzhen, hemos creado dos nuevos ejemplos de modelos fotogramétricos. El templo es una reconstrucción de una de las edificaciones más antiguas de lo que hoy es Shenzhen, dedicado a TianHou la madre del cielo y diosa del mar. La leyenda dice que fue construido para agradecer a la diosa el que salvase la gran flota del famoso almirante ZhengHe alrededor del año 1410. Desde entonces el templo ha sido reconstruido en muchas ocasiones, la última en los años 90 del pasado siglo. 

Hemos recreado dos piezas, que ahora queremos compartir con vosotros a través de Sketchfab. El primero es uno de las dos esculturas de dragón simétricas de la primera plataforma del patio interior. El segundo es un fragmento decorativo de una barandilla tradicional de granito, con un relieve de un dragón entre las nubes, que vuela sobre el mar. 

Estos dos modelos han sido optimizados para poder verse fácilmente desde el navegador. La escultura del dragón, originalmente tenía 6.5 millones de polígonos, un modelo de 450 Mb. Ahora puedes descargarla con tan sólo 30 mil polígonos en 1.9Mb incluyendo dos mapas de texturas, uno para el color difuso, el material que puedes ver; y otro el mapa normal, que recupera el detalle perdido en la reducción de polígonos. 

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

Category: Work

蛇口天后宫的龙

After a visit to the Tian Hou Temple, Shekou, Shenzhen, we have create two new examples of photogrammetry models. The temple is a reconstruction of one of the most ancient buildings of what today is Shenzhen, a temple dedicated to TianHou the Mother Of Heaven and goddess of the Sea. The legend says it was built to show gratitude to the goddess for saving the great flee of the famous admiral ZhengHe around the year 1410. From that date the temple has been rebuilt many times, the last one in the 90's of last century. 

We have recreated two elements, that now we share with you through Sketchfab. The first, is one of the two symmetrical sculptures of dragons from the first platform of the inside courtyard. The second one is a decorative element from a traditional stone handrail with a relief of a dragon on the clouds flying over the sea. 

This two models have been optimized to be easy to show on a browser. The dragon sculpture, originally have 6.5 million polygons, a model of 450 Mb. Now you can download it just with 30k polygons with only 1,9 Mb including two texture maps, for diffuse color (the material you can see) and a normal map (to recuperate the detail loss by the polygon reduction).

 

Dragon Sculpture by Moøkan on Sketchfab

Dragon by Moøkan on Sketchfab

 

 

Category: Work

Launching of the Spanish Site

We want to get closer to you, talk the same language. Thus that reason we actually offer our services and client support in English, Spanish and Chinese (Mandarin). 

Now we extend part of our multicultural profile to our Website, connecting with all the international Spanish speaker communities through the translation of all the website and its content. 

This new option will setup automatically the language according to your browser preferences or your location. If you wish to change it use the language tab on the top right side of this web. To keep your settings, you can register and your preferences will be saved for future visits.

We hope you enjoy it!

 

 

Category: News

Lanzamiento de la página en Español

Queremos acercarnos a tí, hablar en tu mismo idioma. Por ello actualmente ofrecemos nuestros servicios y atención al cliente en Inglés, Español y Chino (Mandarín).

Ahora extendemos parte de ese perfil multicultural de la empresa a la Página Web, acercándonos a toda la comunidad internacional hispanoparlante al traducir toda la web y sus contenidos al castellano.

Con la nueva opción, la página se ajustará automáticamente según las preferencias de tu navegador o tu región. Si deseas cambiarlo usa la pestaña de idioma en la parte superior derecha de esta página. Para mantener tus preferencias puedes registrarte en la página y tu elección se almacenará para futuras visitas. 

Esperamos que lo disfruteis!

 

 

Category: News

The Virtual hall sculpture collection

The sculpture collection we have used at the Virtual hall project comes from Sketchfab. All of them have been modified and optimized by our team to ensure a fluent simulation and the best quality. We would like to mention the original authors according to the Creative Commom license that they use to share their models and thanks their generosity. 

The sculptures come in a big variety of qualities, usually between 50 000 and 200 000 polygons. our Team have optimized them to 15 000 polygons the small models and 30 000 the big or complex ones. To do it the process have three phases: Correction of original models, Reparametrizations and polycount reduction, Detail textures baking. 

The First phase, not always necessary, was eliminate the defects on the original models, cap the meshes as solid objects and ensure the texture properly cover all the model.

The Second process has been the reparametrization of the surface, to obtain simply and clean meshes. With this versións we have halved them six times the polycount. We have create a new Level Of Detail (LOD) in each step. These levels of details (LOD) allow the engine to change the model for one with less detail according the size on the screen, using a model simpler when we are far and one with many detail when we are close to the object. This way we can support many objects in the scene without overloading the GPU.

The last phase was create textures to recuperate the detail we have lost in the last process. We used Xnormal to generate by comparison between the roiginal model and our model a normal map for the fisrt LOD. As part of this process we also rebuild the object texture, It's needed after the reparametrization, where the original UV coordinates got lost. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

La colección de esculturas del Pabellón Virtual

La colección de esculturas que hemos usado en Proyecto Pabellón Virtual proviene de Sketchfab. Son modelos han sido modificadas y optimizados por nuestro equipo para asegurar la fluidez y la major calidad durante las simulaciones. Además de la gratitud nos gustaría mencionar a los autores originales acorde a las licencias Creative Commom con las que compartieron sus modelos. 

Las esculturas estaban en una gran variedad de calidades con un gran volumen de polígonos, normalmente entre 50 000 y 200 000 caras. Nuestro equipo los ha optimizado en 15 000 polígonos para los modelos más pequeños y 30 000 para los más grandes o complejos. Para esto el proceso ha contado con 3 fases: corrección de errores en texturas y malla 3D, reducción de polígonos y creación texturas de detalle.

La primera fase no siempre necesaria ha tratado de eliminar algunos defectos de los modelos como convertirlos en mallas cerradas, o colocar textura en las partes no visibles.

La segunda parte la hemos realizado mediante una reparametrización de la superficie consiguiendo mallas mas ordenadas y más ligeras. Con esta versión de los modelos los hemos reducido 6 veces a la mitad el numero de vertices. con ellos hemos creado en cada paso una version que sirve como un Nivel De Detalle (LOD según siglas en inglés). Estos niveles de detalle permiten al motor gráfico reemplazar la geometría acorde a su tamaño en la pantalla, usando modelos más simples cuando el objeto se aleja o uno con más detalle cuando nos acercamos a él. De esta manera podemos emplazar gran cantidad objetos en la pantalla sin sobrecargar la GPU. 

Para terminar, como el proceso anterior reduce detalle del modelo ahora la recuperamos mediante texturas. Usamos Xnormal para general por comparacion del modelo original y del simplificado el mapa normal para el primer nivel de detalle. Malla que por ser la que se ve más de cerca es la que más necesita eso detalles. En este proceso también reconstruimos la textura, combinándola en un solo mapa y acorde a la nueva UV del modelo, necesaria pues tras la reparametrización se perdió la anterior. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

虚拟大厅雕塑作品

The sculpture collection we have used at the Virtual hall project comes from Sketchfab. All of them have been modified and optimized by our team to ensure a fluent simulation and the best quality. We would like to mention the original authors according to the Creative Commom license that they use to share their models and thanks their generosity. 

The sculptures come in a big variety of qualities, usually between 50 000 and 200 000 polygons. our Team have optimized them to 15 000 polygons the small models and 30 000 the big or complex ones. To do it the process have three phases: Correction of original models, Reparametrizations and polycount reduction, Detail textures baking. 

The First phase, not always necessary, was eliminate the defects on the original models, cap the meshes as solid objects and ensure the texture properly cover all the model.

The Second process has been the reparametrization of the surface, to obtain simply and clean meshes. With this versións we have halved them six times the polycount. We have create a new Level Of Detail (LOD) in each step. These levels of details (LOD) allow the engine to change the model for one with less detail according the size on the screen, using a model simpler when we are far and one with many detail when we are close to the object. This way we can support many objects in the scene without overloading the GPU.

The last phase was create textures to recuperate the detail we have lost in the last process. We used Xnormal to generate by comparison between the roiginal model and our model a normal map for the fisrt LOD. As part of this process we also rebuild the object texture, It's needed after the reparametrization, where the original UV coordinates got lost. 

 

Marble portrait of Julius Caesar

    Marble portrait of Julius Caesar     by The British Museum     on Sketchfab

Hoa Hakananai'a

    Hoa Hakananai'a     by The British Museum     on Sketchfab

Colossal marble bust of Zeus

    Colossal marble bust of Zeus     by The British Museum     on Sketchfab

Wounded Amazon

    "Wounded Amazon"     by Thomas Flynn     on Sketchfab

Bust of Athena

    Bust of Athena, British Museum     by Thomas Flynn     on Sketchfab

Bust of Clytie

    Bust of Clytie     by Thomas Flynn     on Sketchfab

Head of the Buddha

    Head of the Buddha, Anonymous, Rijksmuseum     by Thomas Flynn     on Sketchfab

The panther hunter

    The panther hunter     by Geoffrey Marchal     on Sketchfab

Priest Ahmose

    Priest Ahmose     by Geoffrey Marchal     on Sketchfab

Young man

    Young man     by Geoffrey Marchal     on Sketchfab

 

Category: Projects

Moøkan at Sketchfab

We love Sketchfab, and we would like to share it with you. Sketchfab is a website to share 3D models as we share video in Youtube or Vimeo. It is a light 3D engine on the web that is perfect to show 3D models and sites. It is a fantastic tool for artists and it is becoming popular also for museums, to share their collections with all the world. Some models can be downloaded to share the 3D files, so other artists can use them for their own creations.

For us it is also a way to show our work to our clients and discuss the details while exploring the 3D model with a very easy tool to use. Before we used to send them images or even some fast renders, now with this tool we send them the model and they don't need to install anything to see the model and orbit around it. For us is a great communication tool that has improved our work pipeline.

We also have found an amazing community making of Sketchfab a great place where to be as 3D creators, finding in their blog and forum many useful tips and recommendations. But probably one of the most interesting things of this web is the 3D database with almost a million of 3D models. Many of it can be downloaded with Creative Common license. We found many useful models used on our scenes in their collection and we would like to thanks them for it.

As an example here we have one of our models, created by photogrammetry and optimized as a low poly. A piece of traditional chinese stone handrail with the high relief of a dragon, from the Chiwan Tian Hou temple, Shekou, Shenzhen, China.

Dragon by mookan on Sketchfab

 

Or this Virtual reality ready scene from the Athene Academy by InDigital

The Academy of Athens by InDigital on Sketchfab

 

Category: Work

Moøkan 在 Sketchfab

We love Sketchfab, and we would like to share it with you. Sketchfab is a website to share 3D models as we share video in Youtube or Vimeo. It is a light 3D engine on the web that is perfect to show 3D models and sites. It is a fantastic tool for artists and it is becoming popular also for museums, to share their collections with all the world. Some models can be downloaded to share the 3D files, so other artists can use them for their own creations.

For us it is also a way to show our work to our clients and discuss the details while exploring the 3D model with a very easy tool to use. Before we used to send them images or even some fast renders, now with this tool we send them the model and they don't need to install anything to see the model and orbit around it. For us is a great communication tool that has improved our work pipeline.

We also have found an amazing community making of Sketchfab a great place where to be as 3D creators, finding in their blog and forum many useful tips and recommendations. But probably one of the most interesting things of this web is the 3D database with almost a million of 3D models. Many of it can be downloaded with Creative Common license. We found many useful models used on our scenes in their collection and we would like to thanks them for it.

As an example here we have one of our models, created by photogrammetry and optimized as a low poly. A piece of traditional chinese stone handrail with the high relief of a dragon, from the Chiwan Tian Hou temple, Shekou, Shenzhen, China.

Dragon by mookan on Sketchfab

 

Or this Virtual reality ready scene from the Athene Academy by InDigital

The Academy of Athens by InDigital on Sketchfab

 

Category: Work

Pages