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3D Software convert 2D into 3D

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I want to creat a website and I was wondering if someone on this forum could recommend options for software and process for the following:1. Creation of a 3d image of a real person based on detailed dimensions of the body and a full-length photo. This should look as close to a 3d real life image as possible. The purpose of this will be to create a 3d scaled model to try clothes on Internet. 2. Is it possible, with existing technology out there, to create a good quality 3d images based on a 2d photograph of a clothing item and scale it based on size needed. e.g. if you see a dress on a mannequin or just a photo of it on an e-retailer?s website and it is a photo of a size 4 dress but I need a size 6 then the software would scale it to size 6 and try it on the model created in the step above. All replies, suggestions, feedback will be greatly appreciated.

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I highly doubt that something that sophisticated would be available for free to the public. I would imagine there does exist software that will do all your requirements but it would not be free and rather privately owned and licensed out. Converting a 2D image to a 3D model would not be a simple task. Complex logic would be required to work out all the minor details where the 2D image missing.

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I don't think there is a 2d to 3d converter, you would most likely have to pay someone to do it for you, or you could do it yourself. If you think you have the expertise. There is a great program called Maya that you can use to render 3-D images (:

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What you want is AutoCad or something similar it is for designing things on a graph(mostly known for use by engineers of any and everything). You can design things in 2d at all levels on x,y,z and AutoDesk 3d studio Max will allow you to bring them into 3d by directly importing the 2d files into max and then you model them up into 3d according to the design. Modeling is a developed skill that takes lots of training and AutoDesk programs are tens of thousands of dollars. Like mentioned by kira423 maya is good too but also expensive.

Blender is a free and open source 3d editor you could use to make your 3d models, also Google SketchUp also converts your designs from 2d to 3d. I haven't used SketchUp yet but I heard it's pretty amazing as it does both things the AutoCad and Max can do

Get Blender here blender.org
Get SketchUp here SketchUp I would try it out before you commit to anything money wise.

Automatic conversion like sonesay said would require alot of logic and that is what programmers have to study math and nothing but math but from what I hear SketchUp is just that. So if since these kinds of things are getting to the public it probably won't be long before some source hits the streets. ;)

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:PCome on some one give me a thumbs up or wisdom flag! beeep! :ph34r:



Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.








Revolutionary non-overlapping and non-blocking UI delivers unsurpassed workflow

Flexible and fully configurable window layout with as many screen setups as you prefer

Undo support on all levels

Anti-aliased fonts with international translation support

Any window space can be easily switched to any window type (curve editor, NLA, 3D view etc)

Built-in text editor for annotations and editing Python scripts

Graphical user interface for Python scripts

Custom themes

Consistent interface across all platforms







Fast skeleton creation mode

Interactive 3D paint for vertex weighting

Fast envelope based skinning

Automatic Skinning that really works (heat equilibrium based)

Mirror editing (bone creation and weight painting)

Double Quaternions reduce shrinking and other bone deformation errors

Volume deformer uses a mesh cage to deform complex meshes with great results

Bone layers and colored groups for better rig organization

B-spline interpolated bones; forget about elbow twists

Constraint stack for IK solver setup and other constraints

PyConstraints; if you need something not yet implemented code it in python with real time feed back, no compiling needed








Armature (skeleton) deformation with forward/inverse kinematics with pole target support

Auto IK allows posing FK chains easily

Non-linear animation editor for mixing individual actions created in Action editor

Automated walkcycles along paths

Animated constraint system

Vertex key framing for morphing, with controlling sliders

Edit and create new blendshapes from existing targets

Character animation pose editor

'Ipo' system integrates both motion curve and traditional key-frame editing

Audio playback, mixing and editing support for sound synchronisation

Timeline offers fast acces to many playback functions, autokey, help markers

Python scripting access for custom and procedural animation effects




UV Unwrapping




Conformal and Angle Based unwrapping methods

Interactive transform of UV maps by vertex pinning

Proportional falloff editing of UV maps for smooth transformations

Seam based unwrapping

Cube, Cylinder, Sphere, View projections

Catmull-Clark subdivition of UVs for less distortion

Minimize stretch tool allows to reduce area distortion



Multiple UV layers



Physics and Particles





Particle system can be atached to any mesh object. Control methods include weight painting, textures, curve guides, wind and vortex effects. Particles can be deflected by moving geometry

Hair strands can be created by a static particle system, supporting all particle control methods

Fluid simulator with fully animated inflow, outflow, obstacle and fluid objects. Gravity and viscosity settings can also be animated. Supports vector blur and is integrated with the particle system

Realtime soft body solver integrated in mesh, lattice, curve and text objects. Supports collision detection and particle field effects like Wind or Vortex, soft bodys can also be baked for faster playback/rendering

Game engine rigid body physics can be easily baked into animation curves



Realtime 3D/Game Creation







Graphical logic editor for defining interactive behavior without programming

Collision detection and dynamics simulation now support Bullet Physics Library. Bullet is an open source collision detection and rigid body dynamics library developed for Play Station 3

Shape types: Convex polyhedron, box, sphere, cone, cylinder, capsule, compound, and static triangle mesh with auto deactivation mode

Discrete collision detection for RigidBody simulation

Support for in-game activation of dynamic constraints

Full support for vehicle dynamics, including spring reactions, stiffness, damping, tyre friction etc

Python scripting API for sophisticated control and AI, fully defined advanced game logic

Support all OpenGLTM lighting modes, including transparencies, Animated and reflection-mapped textures

Support for multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL vertexPaint texture blending, toon shading, animated materials, support for Normal Maping and Parallax Mapping

Playback of games and interactive 3D content without compiling or preprocessing

Audio, using the SDL toolkit

Multi-layering of Scenes for overlay interfaces







A range of 3D object types including polygon meshes, NURBS surfaces, bezier and B-spline curves, metaballs, vector fonts (TrueType, PostScript, OpenType)

Very fast Catmull-Clark subdivision surfaces with optimal iso-lines display and sharpness editing

Full multiresolution sculpting capabilities with 2D bitmap/3D procedural brushes (Paint, Smooth, Pinch, Inflate, Grab) supporting symmetry

Modifier stack deformers such as Lattice, Curve, Armature or Displace

Mirror modifier with middle vertices clipping and automatic deletion of inner faces

Non destructive real time Boolean and Array modifiers

Mesh modeling based on vertex, edge and/or face selection

Smooth soft selection editing tools for organic modeling

Python scripting access for custom tools












Very fast inbuilt raytracer

Oversampling, motion blur, post-production effects, fields, non-square pixels

Tile-based and fully threaded

Render layers and passes

Render baking to UV maps and object to object baking (full render, ambient occlusion, normals, textures)

Render engine tightly integrated with the node compositor

Halo, lens flares and fog effects

Vector motion-blur post-process effect (using node compositor)

Realistic defocus (DOF) post-process effect (using node compositor)

Edge rendering for toon shading

Interactive preview rendering panel in any 3d view

Ambient Occlusion

Radiosity solver

Export scripts available for external renderers such as Renderman, Povray, Virtualight, Lux, Indigo and V-Ray - See Resources for a full list.










Diffuse shaders such as Lambert, Minnaert, Toon, Oren-Nayar, Lambert

Specular shaders such as WardIso, Toon, Blinn, Phong, CookTorr

Node editor for creating and mixing complex materials

PyNodes: write your own Python shaders with realtime feedback, no need to compile

Material previews rendered by main render engine

Fast, realistic subsurface scattering

Blurry reflections and refractions

Tangent shading to give any shader an anisotropic effect

Versatile procedural textures system

Reflection maps

Normal, displacement and bump maps







Imaging and Compositing







Compositor tightly integrated and aligned with the rendering pipeline

MultiLayer OpenEXR files allow to store and reuse raw renderlayer and passes data

Complete list of composite node filters, convertors, color and vector operators and mixers including Chroma Key, Blur, RGB Curves, Z Combine, Color Ramp, Gamma Correct

Preview panel to define the portion of interest. A composite then only happens on this part

Threaded and memory efficient (up to 8 processors)

Near realtime sequencer can edit hours of video

Waveform and U/V scatter plots

Open and write many audio & video file formats using ffmpeg

Can render using frameserver-support directly into foreign applications

Supports float images as well as regular 8 bits images

Curves tool allows you to create a mapping from the float range to a displayable result (for HDR images)





Save all scene data in a single .blend file, even images, sounds or fonts can be packed for easy transportation

Powerful built-in database system allowing instances, scene management, and dynamic linking multiple project files

.blend format supports compression, digital signatures, encryption, forwards/backwards compatibility and can be used as a library to link to from other .blend files

Read and write support for many other 2D and 3D formats


TGA, JPG, PNG, OpenEXR, DPX, Cineon, Radiance HDR, Iris, SGI Movie, IFF, AVI and Quicktime GIF, TIFF, PSD, MOV (Windows and Mac OS X)


3D Studio, AC3D, COLLADA, FBX Export, DXF, Wavefront OBJ, DEC Object File Format, DirectX, Lightwave, MD2, Motion Capture, Nendo, OpenFlight, PLY, Pro Engineer, Radiosity, Raw Triangle, Softimage, STL, TrueSpace, VideoScape, VRML, VRML97, X3D Extensible 3D, xfig export

Supported Platforms


Windows 2000, XP, Vista

Mac OS X (PPC and Intel)

Linux (i386)

Linux (PPC)

FreeBSD 5.4 (i386)

SGI Irix 6.5

Sun Solaris 2.8 (sparc)

Edited by chinu (see edit history)

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I do not believe that there is a way to do this automatically at the moment. If you want to get a 3D model of something from a 2D image, you are probably going to need to get different angles of the 2D image and create a 3D model yourself using modeling software like Cinema 4D, Blender 3D, Maya, etc. What you are looking for is a pretty complex idea and it that kind of technology may not be available publicly for another few years (or decades). If you do decide to learn how to model, it will take a very long time to model yourself (plus the clothing that you want to try on). For your purposes, I do not think that you should take the time to learn all of that. The learning process might take even longer than the modeling itself! It just is not worth your time.

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