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The first step was to capture the geometry of the object. We did that by using a 3D scanner (Konica Minolta Vivid 910). It was quite hard to get a good capture of the gramophone in one piece; therefore, we had to scan it in 5 different parts.

The 3D scanner captures both geometry and texture. However, the image for the texture comes in low resolution. We opted for photographing all the scanned parts with a high resolution camera. Then, we had to adapt these new photos to the ones taken by the scanner (see credits), so they could match the geometry. At this step, the lights were also prepared: warm lights emphasized a vintage aspect in the object.

After having all the raw material, it was time to work on editing geometry and texture of each of the 5 parts. The original geometry, normally, comes with some holes and needs to be smoothed (softwares used: MeshLab, PoissonRecon). The texture, after being matched to the geometry, can be enhanced throught Deep Paint 3D software - but with the care of keeping its original aspect (scratches, rusty areas, spots). When each part was done, we could merge them together, creating the digital version of the gramophone.

The digital gramophone was then imported to a 3D animation software (Maya). The stage created for it was made with photos of the interior of the gramophone base. A storyboard was defined and the animation was carefully prepared. The final file, which contents music (see credits), was made in Adobe Premiere.