Archaeological reconstructions with Blender


(Vicky) #1

Hello!
I’m Vicky, I’m not even sure if I’m in the right place, but I have to get an answer on that:

Do you know if anyone, person or company or anyone at all has ever created a reconstruction of an archaeological site with Blender? The reason i ask is because I’m currently doing my dissertation in MSc in Archaeological Computing and it involves developing a reconstruction of a site, and I’m using Blender. It would be nice to know if anyone else has done something similar so as to put it in my “Review of the field” chapter.
Thanks a lot,
Vicky. :wink:


(theeth) #2

I know many people have done architectural designs or reproductions of monuments, but I don’t recall any archeological reconstruction. Although I wouldn’t know for sure.

Martin


(tordat) #3

Sorry that I can’t answer your question. :frowning:

Just for private intrest, this seems to be an interesting matter to me.
What are the specific problems in modelling archeological sites that makes it different to other modellings ?
I would think - from am archeological amateurs point of view - one main problem is the precise placing and scaling of objects.
Maybe you would get better help from the great, but obviously not very scientific orientated community, if you split up your question in smaller technical problems.

Good Luck

Try to do your project in Blender. I’d like to see your result. :smiley:


(JarellSmith) #4

I’m not sure if this qualifies, but Frederic Toussaint used Blender to illustrate the design of an ancient ship which you can see at:

http://www.linuxgraphic.org/section3d/articles/radiosite/index_en.html

As far as site reconstruction, I believe it would simply be a matter of setting up a standard unit to correspond to the default Blender units, ie. 1 Blender grid unit length = 1 meter (or whatever).

Hope that helps some.


(Bapsis) #5

Hiya,
I had thought recently, after watching a documentery on Stonehenge, that it would be a great Blender project. I know i have detailed pics and maps in one of my books around here somewhere, so it shouldn’t be too hard to reproduce. That is, of course, if I ever get around to it. :wink:

Matt

Blend on, and blend well!!!


(Nahtanoj) #6

It could be an interesting side to blender. A scientific Blender for use in archeological site modelling, molecular modelling (as was mentioned in another topic on the forum), biological modeling and physical modelling.

I know I would have a use for it. No doubt there’s more scientists that would love to get their hands on something like this.

Would a python script like that used in ter2blend work?
except instead of the ter file using a text file with height data.


(theeth) #7

the .ter format IS an height map already, so you could use Ter2Blend to open any height maps, as long as it’s in the .ter format (I think it’s a pretty standard format).

Martin


(thatbrikwal) #8

while i have not heard of an archaeological site being reconstructed, there was talk on the Wings3d board a while back about reconstructing ships using wings… perhaps you could check that out. http://pub33.ezboard.com/bnendowingsmirai


(wavk) #9

Hi there, I didn’t exactly reconstruct an ancient archeology site, but I did create my house, which is from the twenties. I did this without drawings, just photographs. There was a drawing, but it was so screwed up I ended up better not using it. Most of the things didn’t match up at all in the different views. So it’s almost the same.

The image is from my website, bit strange:)

http://members1.chello.nl/~b.vankeulen/images/pic_house.jpg

Have fun,

WAVK