Abandoned work of 2011. I went to the British Museum and scanned this Colombian figure using hyper3D (which has now become cubify capture). Back then the scanning would produce these odd clumps as seen above the head and shoulders of the statue. I then rotated the texture file 90º. Since hyper3D generated texture files of lots of tiny disordered swatches, these would be totally misplaced creating this pixelly-texture-file glitch aesthetic, that I should’ve 3D printed! It shows how two years of refining scanning technology would never allow this effect to happen again. I guess the problem with cloud-based apps is that you can’t keep a legacy copy of the software either.
The ‘cheese toastie’ glitch algorithm that pulls apart a mesh down the middle stretching mesh faces between the two halves, a bit like pulling apart a melted cheese toastie. The one above does exactly that, the one below additionally deletes some of the faces so that you see through it.
An unexpected glitch occurred when I opened a .dae file that incorrectly loaded the texture file (1st image in black). So I tested out other texture file malfunctions including misalignment (2nd image), loading a ‘blank’ texture file, which in fact is that vernacular grey chessboard default (3rd). The correctly working .dae file is last for comparison.
New algorithm to slice, polar array (loop/repeat) and fuse 3D scans produces very alien results. Here are some done with a power ranger toy. The last one I can’t remember what it was, but it has also been smoothed.