Showing posts with label surgical. Show all posts
Showing posts with label surgical. Show all posts

Wednesday, August 14, 2013

Ferociously fine-tuning finicky features

Another batch of screenshots from TVASurg production.
I try to think about composition for shots and sequences as I model. 
I find accurate depictions of anatomical relationships are 
even more important when you are working with 3D camera movement.

Monday, July 29, 2013

Monday morning modeling

A few screenshots of early-stage modelling of liver vasculature for TVASurg videos. Initial reconstructions are output from Myrian imaging software, http://intrasense.fr 
in .obj format and retopologized in Cinema4D for use in animation.

Wednesday, June 29, 2011

zSurgical

For my advanced surgical illustration course, I took on the challenge of constructing the sequence of images using Pixologic's ZBrush. I fell in love with this software very quickly and plunged myself into learning as many of it's features as possible to complete the main project for my surgical course. I was very fortunate to link up with an amazing surgeon at St. Michael's hospital in Toronto, who allowed me to observe and sketch during several spinal procedures. I have posted sketches from these OR experiences as well as the worked-up sequence sketches in previous posts.


I began building my 3D assets in Autodesk Maya, here you can see how I built the basic lumbar vertebrae using photo references. This allowed me to construct very low-polygon base meshes, which I then imported into ZBrush. (One drawback I've found in ZBrush is that it is not immediately obvious as to how to cut holes into a mesh). After increasing the subdivision levels, I could model fine details such as the cut portions of bone.


A unique modeling feature new to ZBrush is zSpheres, which I used to model the dura of the cauda equina and spinal nerves.


I wanted to re-create the entire surgical field in 3D assets, so that I could move my camera around to any vantage point and allow the audience to gain a better appreciation for the relative proportions of anatomical features.


I used a variety of "alphas" in zBrush to sculpt details on various tissue types. Alphas function very much like custom brushes in Photoshop, and can greatly enhance the organic quality of a 3D model.



As I put elements into place, I had to imagine how these structures would actually fit together. Certain anatomical features were difficult to find well-represented in reference images. In particular, I had a hard time finding a good illustration of the articular facet joint capsules.


For constructing the surgical tools, I returned to Maya and combined the modeling capabilities of both programs.



As I reached the final stages of fully modeled sequence shots, my machine really started to chug with all the high-resolution meshes. To compensate, I tried deleting lower sub-division levels so that I could keep the higher-levels with the finely sculpted details. Eventually I ended up exporting these to Maya and deleting faces to reduce the total poly count of the 3D scenes.


This ended up being a mistake in my process. What I should have done was convert these higher subdivision levels into displacement maps, but unfortunately I didn't figure out how to do this until later on down the road, even though the process turned out to be incredibly easy. Live and learn.

Figuring out the rendering system in ZBrush was another hurdle, but one I enjoyed, as it is a very satisfying stage to reach in the 3D workflow. I tried rendering in Maya as well, which allows for more camera control and lighting, but in the end I chose to stick with zBrush for the rendering. This project is still ongoing, but in the very last stage. It has already gone through several iterations in Photoshop and Illustrator. I will be submitting the final work to the AMI Salon at the upcoming conference in Baltimore, and I can't wait to get feedback from the plethora of talented artists in attendance.


Thursday, April 7, 2011

3D Surgical Tools

Here are some of the surgical tools I've modeled for use in my 3D surgical illustration. I've been experimenting with the rendering capabilities of both Maya and ZBrush. The heads of the screws in the first few rongeurs were not modeled because I knew I would be using an alpha in ZBrush to "stamp" the shape onto the mesh, a huge time-saver!

Angled Rongeur bone cutters:

"Duckbill" Leksell Rongeur:

Same as above rendered in Maya:

Cloward Punch aka Kerrison Rongeur:

Saline irrigation syringe, Suction tube, Cobb instrument and Curette:

Saturday, March 19, 2011

3D model of lumbar spine




Revised Surgical sketches

I have made some alterations to the sketches I posted last time, for a Lumbar Laminectomy. These images show a different version of the procedure, I'm still working out the details.