2. Digital bodies¶
RESEARCH¶
TOOLS AND SOFTWARE
- Polycam I scanned the object/figure in 3D by walking around it 360°. I combined multi-angle captures, converted the point cloud into a mesh, and exported the model.
- MakeHuman I designed my figure: determined body proportions, height–weight parameters, and the basic pose (T-pose); then finalized the human body.
- Hyper3D I gave the model its final form: cleaned up the geometry, fixed errors, sharpened surface details, and baked textures when necessary.
- Polygonal (optimization/retopology)
- Blender I redesigned certain parts of the body (e.g., face, hands, shoulders). I made sculpting/proportion adjustments where needed, improved topology, and applied material/UV corrections.
- Fusion 360 / Slicer I decided how the slicing would be done: chose the slicing method (e.g., stacked/interlocked), material thickness, and assembly details; then prepared cutting templates (DXF/PDF) for production.
CONCEPT&INSPIRATION¶
The inspiration comes from the female body. However, this time I want to present it as an incomplete art figure, as if the work remains in progress. The concept is called “Unfinished”.
PROCESS&WORKFLOW¶
1.POLYCAM
Polycam is actually a powerful 3D scanning application available on iPhone, iPad (much better on LiDAR-supported devices), and even Android. But it doesn’t produce a “perfect model with one click”; to get really high-quality results, you need to put in some effort.
Lighting + steady movement + careful choice of texture/surface = high-quality 3D scan
Otherwise, we may not achieve the result we want.
Polycam scan by Berrak Zeynep Okyar
My polycam video:
2.MAKE HUMAN
MakeHuman provides you with a “ready-made human model,” so you don’t need to create one from scratch. You can customize this model as you like .for example, by changing its age, weight, muscle structure, facial features, or posture and create unique characters. Moreover, it is free of charge and very easy to use.
Make Human Body by Berrak Zeynep Okyar
Installation & Opening Installed MakeHuman (on Mac: “developer cannot be verified” → System Settings → Security & Privacy → Open Anyway)
Blender integration via MPFB add-on: from extensions.blender.org using Drag & Drop into Blender.
Interface Basics Main tabs: Modeling, Geometries, Materials, Pose/Animate. Bottom-left parameters: Gender, Age, Muscle, Weight (%), Height (%).
Basic Body Setup Example: Male, Age ≈ 46, Muscle = medium, Weight = % slider (not in kg), Height = % slider. For exact height (e.g., 190 cm): use Modeling → Measure to input centimeters.
Ethnicity & Mixes Choose presets such as African or Asian–African mix for base morphology.
Regional Fine-Tuning Adjust torso, arms, legs, right/left hands, feet, shoulders. In the Face panel: forehead, eyebrows, neck, mouth/lips, etc. If mannequin head is not needed → extend the neck (for cutting). ⚠️ Avoid Randomize → it resets all your work.
Measuring (Like Tailoring) Use Measure: neck circumference/height, waist, hips, knees, etc. Sliders show the corresponding circumference value.
Dressing & Assets Add clothing, hats, shoes via Geometries. Download additional outfits/accessories from the community.
Materials Set skin tone, eye color, apply filters for more precision.
Pose & Skeleton (Rig) In Pose/Animate: choose a skeleton (default, game engine, etc.). Even without animation, you can apply preset poses.
Exporting Save the project first as a MakeHuman file. Export as OBJ and/or STL (standard formats). Choose scale = centimeters (to avoid scaling issues when importing). Use the “three dots” menu to check the save location. Files can be imported into Blender or Rhinoceros3D.
Tips / Common Pitfalls Keep scale consistent → always set cm at export. Verify target height (e.g., 190 cm) via Measure. Save often to avoid losing changes.
3.HYPER3D
Importing the model
Exported the human model from MakeHuman as an OBJ. Loaded the file into Hyper3D (browser-based sculpting tool). Sculpting Enabled Symmetry mode (everything on the left mirrored on the right). Used different brushes:
Brush → shape the surface
Inflate→ bulge/expand
Crease→ create grooves/lines
Flatten → level the surface
Smooth → soften rough/edgy areas
Adjusted Radius and Intensity to control brush effect.
Cleanup → After inflating, mesh topology sometimes became messy.
Applied Smooth tool to fix distortions and keep the surface clean.
Saving → Exported the sculpted model again as OBJ.,Next step (outside Hyper3D),Opened the model in Polygonal app.
Applied Uniform Remesh so the mesh density became even across the whole surface.
Unfinished Man by Berrak Zeynep Okyar
- POLYGONAL
Importing the model: Exported the human model from MakeHuman as an OBJ. Loaded the file into Hyper3D (browser-based sculpting tool).
Sculpting: Enabled Symmetry mode (everything on the left mirrored on the right).
Used different brushes:
1.Brush → shape the surface
2.Inflate → bulge/expand
3.Crease → create grooves/lines
4.Flatten → level the surface
5.Smooth → soften rough/edgy areas
6.Cleanup → After inflating, mesh topology sometimes became messy. Applied Smooth tool to fix distortions and keep the surface clean.
7.Saving → Exported the sculpted model again as OBJ.,Next step (outside Hyper3D),Opened the model in Polygonal app. Applied Uniform Remesh so the mesh density became even across the whole surface.
Polygonal Unfinished Man by Berrak Zeynep Okyar
SketchFab Video to see my Hypermesh
Polygonal Unfinished Man Video by Berrak Zeynep Okyar
5.BLENDER
I did a test to understand how it’s done, but since making the whole body would be difficult, I’d like to work on this again and only laser cut the face.

In blender I delete the body and I used just face and neck

after that I continued with slicer
6.SLICER FOR FUSION 360
I did a test to understand how it’s done, but since making the whole body would be difficult, I’d like to work on this again and only laser cut the face.
That’s why I need to work on this again.
But I want share my process how it works for first sample
and here is my patterns
## SLICE FOR FUSION 3D
UNFINISHED assembling on SLICER for 360, Berrak Zeynep Okyar
Sound Waves from George Gally (Radarboy) on Vimeo.
Videos¶
learn how to add video tutorials, inspirational videos and movies etc
From Vimeo¶
Sound Waves from George Gally (Radarboy) on Vimeo.












