- Top level project lifecycle for new x-ray machine model
- 3D X-ray model – my project charter
- 3D x-ray model project – Phase2: Planning
- Control panel design for 3D x-ray model
- C-arm broad design for 3D x-ray model
- The bench design for the x-ray model
- X-ray model design – floor and ceiling mounts
- Let the modelling begin: the patient bench
- Started the C-arm modelling
- Small example of things not working in 3D modeling #Blender
- Fixed those few modelling challenges #Blender
- A little work on the C-Arm of the model #Blender
- Lessons Learnt: Unwrapping and moving textures from #Blender to #DAZStudio
- Textures for the C-arm model #Blender #DAZStudio
- Progress with the C-arm mount interface #Blender
- The control panel for the x-ray #Blender
- Ceiling mount added #Blender
- The model of the monitor is complete
- How did I make the x-ray machine model?
- User Testing – finalising my model of an x-ray machine
Well, the general designs have been made and I have a broad date set (30 June 2017). So the next thing to do is actually start work.
I chose to start with the patient bench. There is an excellent reason to do this: basically, I was reasonably happy with my original patient bench and felt that it should be reasonably easy to refine it to my needs. And it was.
Now you may remember my bench design:
My original bench only had the bottom counterweight (red and to the right) but lacked the green and yellow counterweights. So I need to add these. When I did so, however, I felt that the silhouette was very square (apart from the red counterweight). So I put a few more angles into it. I also felt that the actual floor part of the floor mount was a bit chunky. So I made it slimmer and longer. So here is the new silhouette as created in Blender.
I think it looks a bit more interesting than both the original model and the recent design.
The other thing that I did to the model was reduce its polygon count. Now for those readers of mine unfamiliar with this terminology (we both know who you are) I’ll do a simple explanation so that you won’t feel left out. When you imagine 3D objects think of them having surfaces made up on several different “plates” (like metal plates on a suite of armour). So a flat surface on a table, for example, may end up being made up of several such plates (it’s unlikely, but let’s go with it as an example). When rendering, the computer has to perform calculations about each and every one of these plates (called polygons). However the fewer polygons it has to perform calculations upon, the faster the computer can render the image. So the idea is to run an automated process that combinesÂ similar polygons, hence reducing the impact upon the computer at rendering time. Below is an example ofÂ an imaginary table-top being made up of many polygons (left) and what it may look like after the polygons are combined (one big polygon on the right).
Now if you don’t believe me that it is simpler for the computer to work on the right image instead of the left, then try this in your brain: Time how long it takes you to describe the rectangle on the right (colour, length, width) and then time how long it takes to describe each and every rectangle within theÂ rectangle on the left. Yep, the right rectangle is faster.
The thing to remember, however, is that the more you reduce the polygon count the cruder (rougher) the object may become as it loses details (small polygons giving extra shapes like small buttons and the such). Anyway, I had too many polygons on this and reduced them. Below is a screen shot of the model in Blender after I simplified the polygons.
The next thing I need to do is texture it. Again for my non-3D-modelling friends, that means creating colours and other things on its exterior to it to make it more realistic. This may take a few more days.
Thanks for reading.