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    Tonatiuh de San Julián
    13 avr.

    About Feedback and helping the project

    dans About the project

    Hello!

    Let me say that this project is a dream came true! I really believe that this project is at the most importance.

    I'm a Physiotherapist and also I teach anatomy to Osteopath students in Madrid Spain. I have illustrated anatomic content for books, and I am a hobbyist 3d sculptor in Blender, you can see some of the things I do here:


    https://blenderartists.org/t/human-proportions-nudity/672759/323

    https://www.artstation.com/tonatiuh


    So I like to help, I can give feedback in some blender related staff, I can extend missing anatomy, I can make more appealing the overall anatomy (skin and internal anatomy), I can re-mesh muscles, bones, etc. to reduce the poly-count, do textures, etc.


    Let me know if you are looking for specific help or do you want me to do a list of feedback and things I like to work on.


    best regards

    Tonatiuh

    3 commentaires
    Melodicpinpon
    18 avr.

    Good evening Mr Tonatiuh,


    sorry for my late answer.

    Your work is great.


    Your proposal is very welcome; this project belongs to everybody.

    Your expertise in Anatomy combined with 3D skills in Blender and your will to contribute make it particularly worthy.


    You can of course make a list just to let me know if I have particular things to propose, but you seem to have understood the objective (light, complete, organized, ...) (and some free experiments are also welcome, although the main file will remain trying to reach the objective of being a complete atlas).


    I'll give you an access to the edition of the google sheet containing the list and translations of the anatomical structures; I propose that you change the color of the last column of the parts on which you work and to write any commentary that you want in it (just to test the good practices).


    The more you will understand how it works, the best.


    I want to dedicate more and more to the support of contributors to start having a community building the file together.

    Tonatiuh de San Julián
    19 avr.

    Hello! Thank you for your replay and welcome!


    I'll try my best to understand your workflow and to help as much as a can.


    My priority list will look something like this:


    1º Make it light:

    For this the most important thing is to reduce the poly-count but in a way that can be useful latter, I see the process like this:

    a. Make a re-mesh of every anatomy part that has a decimated topology, I propose to do it in as much automated as possible way but with human supervision to fix potential errors, I'll try a few of the free ones like instant meshes or quadriflow, but probably the best result will come from Quad-Remesher. This will, later on, allow us to make UV and have the same rgb texture for all the muscles so we can reutilize as much textures as possible, I'll write more about this latter. Also this will allow us to sculpt a High Poly model of the anatomical part for baking maps latter on so we can have more appealing models.

    b. Make all the meshes that use a subsurface modifier take advantage of the new GPU accelerated subdivisions. I'll try again but when I activated the option, everything exploded :)


    2º Make it Female:

    This can appear as not important, but it is, the male body is not the reference for anatomy and it shouldn't be. For this to be possible we have to think in the best way to have a neutral anatomy and from there morph it and complete it in to male and female with the use of some deform modifier or by hand. For this we need to have the previous item complete so modifying the objects is possible. So, the way a see it, we can:

    a. Make a neutral anatomy removing all binary anatomical parts dependent in sex.

    b. Make a male and female body sculpts that have similar shapes and sizes as the neutral one so we can morph it as easily as possible and reuse the same objects.

    c. Complete the missing anatomical parts for the different sex. The male parts appear to be more or less there, but the female anatomy is all missing.


    3º Create a list of missing or good to have anatomy:

    As I said female parts are completely missing, but others like the spinal cord, tracts, fat pads, skin attachments etc. We should collect a list of anatomical parts with a priority order so the community can contribute.


    4º Make all the anatomical parts appealing:

    a. High poly sculpts of every part, this will allow us to bake textures to have a bump map, a cavity map, a rough map, and so on. I propose to use only three maps so we can store them in on RGB images, in Red we can store the Rought map, in G maybe a Subsurface scatter or a cavity map, and in B the Bump map, so with one image we can have three maps.

    b. Texture map, I think we can do it with one texture for every group of similar anatomical parts. For the bone, for the cartilage, for the muscle, for the ligaments, for the fascia, and so on. For this to work the effort will be in the UV unwrap, selecting the direction of the fibres, the tendinous part for example in the muscles.

    c. Make the skin also an anatomical study, with the different wrinkles, and the different body hair direction.


    5º Distribute three downloads, Low res (no textures, no anything but the anatomical parts, for people with bad internet connections and also weak computers) Medium res (This will be the normal one, for use for students and teachers, with textures and bake maps) High res (all the high resolution models, for high use in illustrations, presentations, movies etc)


    6º Make it student and teacher friendly:

    I see a few options for a better study and a better us for teaching.

    a. Prepare scenes with different anatomical parts for study, For example: Knee, a scene with all the important anatomical parts of the knee prepare for the knee study or its presentation.

    b. An easily way to select anatomical parts to show. For example maybe you want to teach the irrigation of the frontal lobe from the hearth to the brain, and you want to only see important parts that came in contact with the arteries or veins. So maybe a list that you can type and only those names are visible in the view-port, so you can prepare presentations, or record videos with only those parts visible.

    c. Make test exams :) etc...


    Well... I think I'll stop now hahaha, but yeah, I see a lot of things that can be done, and i think we deserve to have an open source atlas like this, so thank you so much.

    Melodicpinpon
    19 avr.  ·  Modifié : 19 avr.

    1:Nearly everything has already been re-meshed.

    If you remesh things, know that:

    -Quads would be great to add a baked normal map texture from multires but the limits between materials (bone/cartilage) must be respected.

    -Several bones of the skull still have to be edited (and probably all the sutures)

    -Repairing and making all the muscles waterproof took much time; you may want to make sure that your action fits the project before spending too much time on remeshing.


    2:I thought that it would be more logical to end the male model before starting the female, and had thought to create another file for the female instead of a common keyshape; this question should be discussed with Lluis Vinent, the app developer, considering the pros and cons of the importation of such options in Unity.


    The creation of the female organs would be great anyway and can be started. The adaptation of the rest of the model will probably use a complex lattice modifier that can also be done. This lattice will remain usable any time, even whith new objects.


    3:This file already exists as a Google Sheet that highlights the existing parts/labels/definitions; you should have received an access to edit it on your email address.


    4:You experiments and propositions are welcome.

    I chose to avoid this problem because:

    -it adds very little anatomical information

    -it may increase the file size a lot

    On the other hand, I am very interested by the possibilities offered by procedural materials. Combined with a local-object-dependent-visibility system, the geometry nodes could also be awesome.


    5:Dealing with all this data alone is already a challenge.

    If you have the energy to update three files on each update, you can but I won't.


    6:There are already a bunch of view layers.

    You can easily make more.

    The changes are very slow and it can easily crash the program, though.

    It is more tricky than helping for the editors so that I do not push it too much for the moment.


    Quizzes and advanced functions depend on Lluis Vinent, who is busy for the moment. If he shares his code on Github some day and that some coders want to propose modifications; everything becomes possible, but these are already two 'ifs'.


    I hope that your enthusiasm will remain intact after reading these reactions. This project needs you and your skills. After working on it >one year; I think that my contribution concerns mostly the choice of the techniques that fit the project, although I wish I could spend more time doing anatomy and 3D sculpts.

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