HoloHuman+ • Processing & Subdividing Anatomical Models

PROCESS COMING SOON!
PROPER DETAILS COMING SOON!

As a 3D artist, I collaborated with another artist to develop a comprehensive workflow that transformed a non-runtime anatomical model into a fully optimized, interactive 3D asset suitable for mobile XR platforms like the HoloLens and Meta Quest.

We began with a third-party anatomical model that featured an extremely high polygon count and lacked proper subdivision for educational clarity - especially for the level of instruction it was intended to support. To make the model usable in real-time environments, we established a pipeline that included texture optimization followed by extensive model optimization using a 3DS Max plugin to maximize efficiency and speed.

The process began in Maya, where I prepped the anatomical assets for optimization. From there, the models were exported to 3DS Max using a specialized plugin to initiate our established processing pipeline. Within 3DS Max, we utilized an additional plugin to bake lighting based on our environment setup, while simultaneously optimizing both textures and geometry for real-time performance. Once finalized, the assets were exported into Unity for integration into the XR experience.

I was also responsible for studying anatomical literature to identify missing or insufficient subdivisions within the 3D model. Based on that research, I proposed new anatomical segmentations to enhance accuracy and completeness. These recommendations were then reviewed and validated by a subject matter expert (SME) to ensure alignment with educational and clinical standards.

Additionally, I collaborated with the team to help design the new app logo.

Human Anatomy 3D Models observed in this scenario were created by a third-party*

More details can be found here:
https://www.gigxr.com/holohuman/