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faces were scanned, giving a common area that could be used to
connect the separate data sets. This process worked well for all
pieces except the helmet, where is was not possible to scan the
inside as there were wooden pieces present used for mounting
the helmet on the display stand. Even though these were obvi-
ously not part of the original armour, there were ‘old’ and there-
fore unable to be removed as they represented one phase of the
existence of the helmet.
Visualisation
The scanning software is optimised for processing the scan data,
however in order to achieve high quality visualisations of the
armour it was necessary to use a package more suited to this
process. The Department has used 3D Studio Max in previous
projects, once again this high order animation and visualisation
package was employed to prepare the final version of the ar-
mour model. One additional benefit of 3d Studio Max is the
ability for the software to manage a ‘render farm’ of networked
computers, thereby speeding the rendering process considera-
bly.
The photographs of the armour were scanned, creating a library
of digital images that formed the basis of the material maps
used on the model. Great care was taken to ensure that surface
features in the images matched the geometry of the surface, for
example the makers marks needed to exactly co-register be-
tween the material map and the scan of the lettering. This was
achieved using a ‘plugin’ in 3D Studio max that ‘unwrapped’
the surface of the armour onto a plane, giving a reference sur-
face for the generation of the material map. This proved to be a
very successful approach.
Figure 7: Ned Kelly’s Armour with shoulder panels, and lappet as currently attached.
Figure 8: Breast plate, close-up render
Figure 9: The Death Mask, with skin tone
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