Hastings OBX
Archiving Humanity
Working with the Digital Arts Hub on the "People of Hastings" project, I used a combination of LiDAR scanning and photogrammetry to create 3D models of real people.
​
The entire collection can be found here:
https://www.digitalartshubhastings.com
​
​
My role on the project
I was part of the team that collected and refined
the 3D models for the project. This involved scanning
the participants, refining the resulting crude 3D
models and optimising the model's UV maps.
​
This data was then handed to the web
development team who implemented the models
into the project's website.
​
Software and tools used
Scaniverse, Cinema4D, Blender, Photoshop
​
Terracopy Army
The second element of the "People Of Hastings"
project involved 3D printing the processed models.
​
We printed over 250 models, which were put on
display as part of a community art exhibition.
​
​​
​
​
​




My role on the project
In this phase of the project, I was responsible for reprocessing the 3D models from the first phase into models that could be printed. This involved smoothing rough surfaces and reducing the angle of overhangs without altering the model too much. To ensure that they printed properly.
​
I also assisted in the 3D printing itself, setting print jobs and cleaning up finished prints.
​
Software and tools used
Blender, PrusaSlicer, Ultimaker Cura
​
Trinity Triangle
This proof of concept was an experiment to determine
the viability of creating a large scale 3D model of an
area using photogrammetry
​
The Trinity Triangle project would have been carried
on by the OBX to create online virtual tours of the
town of Hastings. Containing information on the town's
history, landmarks and events.
​​
​




My role on the project
My role in this project was to collate and process the photos taken by the photography team.
This involved a mixture of LiDAR scans and raw photos.
The photos were processed in Polycam, and I was responsible for simplifying and remaking the UV maps and vertex data.
​
Once simplified, I added the models to Blender to merge them into a single, large model of the buildings in the area.
​
Software and tools used
Polycam, Blender, Photoshop
​
