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3D Zirah Bouk Dagger (Armour piercer)

  • October 23, 2016/
  • Posted By : Taran/
  • 0 comments /
  • Under : 3D, 3DS Max, interactive, Modelling, Texture Mapping

Digital 3D Zirah Bouk – dagger. 19th century, Northern India. Finest diamond shaped Pattern Welded steel blade built to penetrate chain mail. Ivory handle with gold Koftghari floral motifs.

Part of a project to create digital assets to highlight relics and artefacts and in turn preserve heritage

3D Zirah Bouk Dagger
by Taran3D
on Sketchfab


3D Charaina of Guru Gobind Singh Ji

  • April 9, 2016/
  • Posted By : Taran/
  • 0 comments /
  • Under : 3D, Featured, Heritage, Historical, interactive, Texture Mapping, visualisation

Charaina of Guru Gobind Singh Ji by Sikh Museum Initiative on Sketchfab

Taran3D joined with the Sikh Museums Initiative to recreate one of the 4 Charaina (Body Armour plates) of Guru Gobind Singh ji worn by him in the battle of Bhangani in 1688

 

The first phase of this project was unveiled at the Third Dasam Granth Seminar in California, USA on 9th April 2016. It featured an interactive digital recreation of one of the 4 armour plates, which features Gurbani from the Akaal Ustat, written by Guru Gobind Singh ji.

charaina3d_close2

interactive version allowing viewer to rotate and zoom into details

[pullquote type=”3″]
“The ability to recreate and share these artefacts in digital form and make them available via modern technology will give future generations of Sikhs access to pieces of history which are either lost or inaccessible”
Taran Singh, 3D Artist
[/pullquote]

The plate in question is the most damaged of the 4 and missing parts of the pattern were recreated by taking similar sections of the pattern and gurmukhi letters from undamaged parts of the armour.

missing parts of gurmukhi script

missing parts of Gurmukhi Gold script recreated

The whole armour was created from scratch in 3D using low quality catalogue photos. The Gurmukhi was painstakingly hand painted digitally and each component of the gold koftgari pattern was created and then pieced together to make up the full pattern.

We believe given access to the actual artefacts, we could create more accurate and better quality digital representations that can be used to preserve and educate future generations.

The second phase will involve completing the other 3 plates of armour and creating a touch screen based exhibit.


Traditional Sikh Dhal Shield

  • July 29, 2015/
  • Posted By : Taran/
  • 1 comments /
  • Under : 3D, 3DS Max, Featured, Modelling, Sculpting, Texture Mapping, Vray, Zbrush

A traditional Sikh Dhal hide Shield modelled in 3D Studio Max and Zbrush, textured in Photoshop and rendered in Vray.

Finally got a chance to texture this shield I modelled a while back. Took me a while to crack the normal maps and texturing process but finally getting there.

dhaal_Front2
dhaalback2


Vray to Unity3D Lightmapping

  • March 19, 2012/
  • Posted By : Taran/
  • 17 comments /
  • Under : 3D, Gaming, Texture Mapping, Vray

Real-time lighting and shadows are expensive in terms of processing power and speed.  In addition  it never looks as good as a pre-rendered image, which is the primary reason I have been  exploring baking lighting detail, from a pre-rendered image, onto a 3D model which can be used in a real-time engine.

The image on the left is a test scene rendered in 3dsMax with Vray whilst the image on the right is a baked version of the scene in the Unity3D engine.  I was exploring this as part of a solution for an interactive object viewer which I am in the process of developing, but more on that in a later post. This test is using the Unity3d lightmap shader with VrayDiffuseMap in the diffuse slot andVrayRawTotalLightingMap in the lightmap slot. Read More


Ancient Temple Pillars – 3D Mapping

  • May 4, 2011/
  • Posted By : Taran/
  • 2 comments /
  • Under : 3D, Featured, Texture Mapping

I have been working on some ancient Indian temple environments for a new series of images I am working on. Architectural details on ancient structures can be really hard to get looking right as the result needs to be more organic and often more detailed. This is a result of many experiements on texture mapping and displacement. Read More


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