Digital sculpting for historical representation: Neville tomb case study

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

Despite digital 3-D polygon modelling applications providing a common and powerful tool-set for archaeological, architectural and historical visualisation over recent years, the relatively recent developments in high-resolution sculpting software allow for the possibility to create digital outcomes with a degree of surface fidelity not previously obtainable from the more widely used poly-modelling software packages. Such digital sculpting applications are more commonly applied within the video games and TV/motion picture industries, the intention of this paper is to show how such tools and methodologies together with existing scanned data and some historical knowledge can remediate and re-imagine lost sculptural form. The intended research will focus on an examination and partial re-construction of the tomb of Sir John Neville, 3rd Baron Raby located at Durham Cathedral, County Durham UK.
LanguageEnglish
Pages123-140
Number of pages18
JournalDigital Creativity
Volume28
Issue number2
Early online date1 Dec 2016
DOIs
Publication statusPublished - 2017

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Motion pictures
Software packages
Visualization
Industry
Tombs
Historical Representation
Software
Historical Knowledge
Intentions
Fidelity
Durham Cathedral
Video Games
Modeling
Film Industry
Archaeology
Methodology
3D Modeling

Cite this

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Digital sculpting for historical representation : Neville tomb case study. / Frank, Fitzpatrick; Unver, Ertu; Benincasa-Sharman, Caterina.

In: Digital Creativity, Vol. 28, No. 2, 2017, p. 123-140.

Research output: Contribution to journalArticle

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