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Scanning 3D Models


In my Prior Work and References post, I mentioned that I found a lot of pre-existing art assets related to HeroQuest – including quest maps, great 2d scans, and photos of the 3d figures.  However, I found almost no HeroQuest 3d models.  So the figures and furniture in my game screen shots and videos thus far use place-holder art – each place-holder art is a box with a 3d figure photo.  The skeleton monster is an exception.

Here is a photo of the basic game system contents ( ).  The basic game contents contains 18 unique miniatures (figures) ( ) and 14 unique furniture pieces ( ).  That’s 32 unique pieces for the basic game system (there’s additional pieces for the expansions).  The expansions contain an additional 21 unique miniatures plus 4 unique furniture pieces for a total of 25 unique pieces in the game system expansions.  In summary, that’s 32 basic pieces + 25 expansion pieces = 57 total.  It’s actually a little more because some pieces are composed of multiple sub-pieces (eg gargoyle, bookshelf).

Each furniture piece is composed of a plastic piece made out of a single color plastic and a piece of printed cardboard that you attach to the plastic piece (the cardboard piece must be folded, except the doors).  Some furniture pieces contain two plastic pieces (table, throne) and some contain tiny add-on plastic pieces (bookcase rat and skull, alchemist bench bottles).  The hero/monster figures are all one piece (except the gargoyle and some of the expansion figures).

3d Scanning Overview

I’m going for an authentic look (based on the source material), so 3d scans seemed like an efficient alternative to making the models by hand.  I want to focus most of my effort writing code for a UE4 based game rather than creating 3d models, so with 57+ pieces of detailed geometry, using a 3d scanner saves a lot of effort.  Even mediocre unmodified 3d scans would be miles ahead of the photo-on-a-box placeholder art.  If needed, I could still start modify them later – eg to fix errors, add detail, reduce poly count, and/or optimize (eg for a lot of surface detail we could use bump mapping instead of geometry).

As of early 2016, 3d scanners are expensive.  The only thing I really need to scan is the geometry for the single color plastic pieces.  For the folded cardboard pieces, I can use detailed 2d scans as a texture for simple geometry that I create in a 3d modeling program (such as Blender).  The EinScan-S is a low-mid end desktop 3d scanner around $1000-$1200.  After reading some reviews, it sounded like a top choice for around $1000 or less, so I decided to give it a try.

EinScan-S Setup and Testing

It took some time to setup, but overall it was easy and I got cool 3d scans without much effort.  However, the scans did not pickup tiny details.  For example, the chaos warrior has tiny details on its chainmail mesh pants and a skull face on a circle on the front of the plate mail below his right shoulder.

 setup2 setup3 IMG_20160323_232423 IMG_20160323_232451 3dscan3 3dscan4

I tried some things to optimize the scans.  I put the scanner in a dark closet.  I taped polarized filters (Hoya CIR-PL) onto the camera sensors.  I tried different settings (the dark setting seemed to work best even with the bright white powder spray).  I tried the free scan mode (which was a lot slower than turn table mode).  I sprayed Helling white powder on the models (

I ended up using the spray because it seemed to help.  To be honest, I didn’t test that very thoroughly, and the spray is really designed for objects with mirror reflections, transparency, or more pronounced shiny specular reflections – while the objects I scanned are only sort of shiny.  The spray also left tiny powder pieces on the model, though EinScan-S didn’t seem to detect enough tiny details for these to interfere.  For what it’s worth, my non-scientific impression was that the spray seemed to reduce errors like the top of the chaos warrior’s helmet being missed, but it did not increase detail for scans using the EinScan-S.

Some of the things I did might’ve helped a little, but at the end of the day the EinScan-S isn’t designed to pickup the tiny details on these ~1.5 inch tall HeroQuest game pieces.  Maybe one of the following would do better – the $3000 NextEngine, $4000 David SLS-3, $4000 EinScan-Pro, $20,000 Artec Eva, or AutoScan-DS300 dental scanner (price unknown).  Or maybe some form of photogrammetry.

The chaos warrior scan isn’t perfect.  But it is instantly recognizable – especially when zoomed out.  So it’s good for now, and I’ll still have the option (at a later time) to try a better scanner or to use the EinScan-S models as a starting point (and then edit them eg Blender, MeshLab).

3d Scanning the Game Pieces

Despite the imperfections, I was excited to scan these plastic models and integrate them into UE4 (and then eventually get back to working on the actual game programming stuff using my improved static mesh assets!).  Scanning is fairly streamlined with EinScan-S, but even in turn table mode, even after I was already setup and done experimenting – it took quite a few hours to scan 35+ objects.

For each object I did a full turntable scan from at least two (often three to five) angles.  It was not uncommon that I had to redo a scan or recalibrate or delete some geometry (noise) in MeshLab.  One time the turn table got sort of jammed causing the scans to take much longer until I unjammed it.  Letting the EinScan-S software try to merge two full turn table scans of a tiny object made the software crash.

Here’s an example of spraying then scanning one of the orc figures:

IMG_20160402_183351 IMG_20160402_184838 IMG_20160402_184941 image image image

In some cases, the EinScan-S software did not properly merge the results of two full turn table scans.  A quirk of the EinScan-S software is that it lets you pick control points to merge free scan mode scans, but you can’t do this with turn table mode scans.

Here’s an example of the EinScan-S software incorrectly merging two full turn table scans of the alchemist bench.  Unfortunately, when the software messes up in this way, it doesn’t have an option to manually align the scans or to dump them two separate STL files.  In my experience, the software consistently made this mistake for the same object.


My work-around was to save multiple full turn table scans and merge them in MeshLab (or MeshMixer).  If I were to do it all over, I might export the raw point cloud data for each scan.  This would give more control in creating meshes from point cloud data (eg in MeshLab) rather than letting the EinScan-S software generate STL (or OBJ) meshes automatically.

How long did it take?  Theoretically it might be 3-10 minutes per object.  But with multiple full turn table scan angles, going and back-and-forth into my closet, and troubleshooting I’d say it was closer to 30 minutes per object.  So one estimate is 30 minutes per object * 35 objects = 17.5 hours.  I scanned the plastic pieces from the basic game in a single weekend, and it basically ate up the entire weekend (Saturday + Sunday).

3d Models – More Work To Do

After scanning, I have 66 STL files – many are scans of the same object from different angles.  Some scans need to be merged into one.  Some scans need to be edited to remove artifacts and fix errors.  All scans have too many triangles and lack detail; much of the surface detail should probably be done with bump mapping or parallax mapping.

For each model, I will need to import it into UE4 as a static mesh and add a material.  For the furniture, I will need to create simple geometry for the cardboard pieces, apply the 2d scans as a texture, and then combine the cardboard sub-piece models with the plastic sub-piece models.

So there’s more work in terms of editing models and integrating models into the game.  Beyond that, a lot of work could be done to improve the models – add detail and optimize for performance.  Or I could even try re-doing the 3d scans with a higher end 3d scanner to see if it picks up more detail.

I only did scans for the 32 basic game pieces.  The expansions have an additional 25 game pieces.

The Scans

But overall, the 3d scans are awesome.  As described in my Prior Work and References post, there’s a significant HeroQuest community including lots of hobby projects, yet no one has created (or scanned) 3d models or used 3d models of HeroQuest game pieces in a video game version of HeroQuest (hobby or commercial) – until now :-).

I’ll close with screen shots of the scans as STL files viewed in MeshLab.  4 heroes + 3 monsters alive (brown) + 3 monsters undead (white) + 3 monsters magic (gray) + 2 goblin variations + 3 orc variations = 18 hero/monster miniatures.  11 unique furniture pieces (2 doors share a plastic piece, one cupboard + two bookcases share a plastic piece).

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