Thothirdes also of the 22nd Dynasty had also been misidentified as a woman, while the fourth, an unnamed first-century Roman period mummy still had some brain left in him. "Lady" Hor of the 22nd Dynasty was identified as a man after 70 years of misidentification (712-664 B.C.). Pasebakhaemipet, a Theban "prince" of the 21st dynasty, had a reed in his throat (1070-945 B.C.). The scans produced vast amounts of data to be sorted and analyzed, but even immediate, preliminary readings of the scans revealed some very unusual discoveries. The trip was smooth and the CT scans went without trouble.
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The mummies on board were from various periods dating from the Third Intermediate Period (1064-656 B.C.) to the Roman Period (30 B.C.-A.D. Jessie Chusid, Amgad Makaryus, and Karen Lisk of North Shore volunteered their time and services to scan four of the oldest patients they had ever encountered.
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On June 23, 2009, a team from the Brooklyn Museum supervised by Edward Bleiberg, curator of Egyptian, Classical, and Ancient Middle Eastern Art, and Lisa Burno, Head Objects Conservator, transported four mummies from Brooklyn to North Shore University Hospital for CT scans. This process was repeated for the more complex bones like skulls (craniums and mandibles), spine, and so forth.How new CT scans produced much more than fancy images of bonesĮdward Bleiberg (Courtesy Edward Bleiberg) Otherwise, the process of sculpting with reference images is pretty straightforward, load as many views as possible and get sculpting. I scoured the internet for tutorials before landing on Zacharias Reinhardt’s excellent tutorial on sculpting a goat skull. I’ve always enjoyed using Blender’s sculpting tools, which are top-notch in my opinion, but using them to create anatomically accurate models represented a new challenge. I find the most complex parts of anatomies to model are the skull, spine, pelvis, ribs, sternum, and some of the smaller bones in the hands and feet.Ģa. Images showing anatomies for the specimens are available around the net. The workflow for this model involved six broad steps.ġ. Click on the links to view detailed Sketchfab models of the craniums for each species. I then chose Ardipithecus ramidus, Australopithecus afarensis (Lucy), Australopithecus boisei, Homo erectus, and Homo sapiens. I ultimately decided on a chimpanzee to represent our ape-like ancestor. The initial challenge centered on deciding which species to include. This means showing anatomically accurate models and introducing users/visitors to a handful of species they encounter in the museum. My goal with this 3D model – beyond illustrating some basic human evolutionary ideas on Sketchfab – is to introduce users of our forthcoming Virtual Museum of Human Evolution to these ideas. Still, as a popular image introducing the concept of human evolution, it’s hard to beat. Original 1965 March of Progress illustration We now know different species often coexisted at the same time. This theory, referred to as orthogenesis, is considered outdated because our evolutionary history is more complex. Zallinger’s image is a great way to visualize evolutionary change over millions of years, but it gives the impression that such changes were progressive and oriented along a straight line. It is based on an outdated concept explored in the 1965 book The March of Progress by Rudolph Zallinger. The progressive image of evolution showing changes from our primate ancestors to Homo sapiens (that’s us!) is a staple of popular culture. I’m honored to have a model picked for the spotlight focus, and excited to join the ranks of some great artists showcased on Sketchfab! The Concept I’ve even used it to create labs for my large courses on human evolution as well as highlighting current and past projects and sharing proof-of-concepts. Sketchfab has become integral to my work. Today, my workflow begins with asset creation in Blender, texturing in Substance Painter, and the construction of virtual worlds and video games in Unit圓D. I originally used several programs (SketchUp, 3DS Max, and Maya) before permanently switching to Blender in 2011.
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My path to 3D modeling started in 2005 when I began virtually reconstructing the town of Rosewood, Florida, an African American community destroyed in 1923 during a race riot. I also teach anthropology at the University of Central Florida where my research looks at the use of 3D modeling and video game technologies for archaeology, history, and public outreach. Howdy! I am Ed Gonzalez-Tennant and I serve as the Creative Director for Pond Hill Games.