8 thoughts on “3D Model of the Amaravati Guardian Lion”
This is a great breakdown of the 3D reconstruction process! It’s interesting to see how you handled challenges like scaling and mesh cleanup. The note about setting the quality too high is a useful lesson—balancing detail and usability is tricky. The final result looks impressive, and the embedded model adds a lot to the experience!
Great work! It’s a good idea to remove low-quality images before starting, though eventually ended up using all of them. Since I also worked on the 3D model of this Guardian Lion, I encountered the same problem—there were too many high-quality images. Processing the model took a long time, and the resulting file was too large. What I did was remove over half of the images and rebuild the model. However, some parts of my model ended up looking darker. Yours looks really good, and I truly appreciate that.
I really enjoyed viewing your model and I think it turned out amazing. You did a great job of talking through your processes and the challenges you faced along with how you overcame these challenges. Most people always assume that high quality is the best choice for anything, but I think this project serves as a important reminder that sometimes finding a good balance between quality and practicality is necessary sometimes in order to minimize issues that can arise.
Your 3d model looks great, the quality came out well. I think it was a good idea to filter through the photos to see if there was any of lower quality because you can never be too sure. For 3d models it’s always a good idea to use as many photos as possible to get the most complete version of the figure.
The 3d Model turned out great. I was reluctant to do a 3D modeling task as I was unsure of the quality I would be able to get. Seeing your model you were able to get good results. I am curious about what decimation means and the process in blender. I have a small amount of experience in blender and know it’s a powerful tool. I wonder how much you can increase the quality by making changes in blender.
I probably could have expanded more on that part of the project: decimation is essentially just a process that removes geometry/faces from the mesh by combining nearby vertices. The goal is to increase performance as much as possible without reducing visual quality too much. Blender’s decimate modifier has some great algorithms for this, and I learned their computational limits the hard way…
Your model looks great. The quality of the photos must have been a double-edged sword. On one hand, they allowed you to create such a great model, but on the other, they do take a lot of processing power. I’m also impressed that you manually deleted the junk data. It would have been a great process photo to show the before-and-after of deleting the extra data. Also, were you ultimately able to import your model into Blender?
Short answer: yes, but it didn’t end up in the final submission. With the help of IdeaLab equipment, eventually I got as far as running the decimate modifier. It took a LONG time to process, however, and after a few crashes (and exporting issues) I ended up going back to MetaShape Pro with the original project file which fortunately had a decimate algorithm that did the trick. Not as many fancy settings to play with, but sometimes you just have to take what you can get!
This is a great breakdown of the 3D reconstruction process! It’s interesting to see how you handled challenges like scaling and mesh cleanup. The note about setting the quality too high is a useful lesson—balancing detail and usability is tricky. The final result looks impressive, and the embedded model adds a lot to the experience!
Great work! It’s a good idea to remove low-quality images before starting, though eventually ended up using all of them. Since I also worked on the 3D model of this Guardian Lion, I encountered the same problem—there were too many high-quality images. Processing the model took a long time, and the resulting file was too large. What I did was remove over half of the images and rebuild the model. However, some parts of my model ended up looking darker. Yours looks really good, and I truly appreciate that.
I really enjoyed viewing your model and I think it turned out amazing. You did a great job of talking through your processes and the challenges you faced along with how you overcame these challenges. Most people always assume that high quality is the best choice for anything, but I think this project serves as a important reminder that sometimes finding a good balance between quality and practicality is necessary sometimes in order to minimize issues that can arise.
Your 3d model looks great, the quality came out well. I think it was a good idea to filter through the photos to see if there was any of lower quality because you can never be too sure. For 3d models it’s always a good idea to use as many photos as possible to get the most complete version of the figure.
The 3d Model turned out great. I was reluctant to do a 3D modeling task as I was unsure of the quality I would be able to get. Seeing your model you were able to get good results. I am curious about what decimation means and the process in blender. I have a small amount of experience in blender and know it’s a powerful tool. I wonder how much you can increase the quality by making changes in blender.
I probably could have expanded more on that part of the project: decimation is essentially just a process that removes geometry/faces from the mesh by combining nearby vertices. The goal is to increase performance as much as possible without reducing visual quality too much. Blender’s decimate modifier has some great algorithms for this, and I learned their computational limits the hard way…
Your model looks great. The quality of the photos must have been a double-edged sword. On one hand, they allowed you to create such a great model, but on the other, they do take a lot of processing power. I’m also impressed that you manually deleted the junk data. It would have been a great process photo to show the before-and-after of deleting the extra data. Also, were you ultimately able to import your model into Blender?
Short answer: yes, but it didn’t end up in the final submission. With the help of IdeaLab equipment, eventually I got as far as running the decimate modifier. It took a LONG time to process, however, and after a few crashes (and exporting issues) I ended up going back to MetaShape Pro with the original project file which fortunately had a decimate algorithm that did the trick. Not as many fancy settings to play with, but sometimes you just have to take what you can get!