Çatalhöyük, South Area, Shrine VIA.10
3-D render of south east corner of building
Description | Hyper-realistic 3-D render created in V-Ray plug-in for 3D Studio Max |
Technical Details | UHD resolution (4K). File is very large at 3,840 x 2,160 pixels. File format is PNG |
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3-D render of south east corner of building
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Description | Hyper-realistic 3-D render created in V-Ray plug-in for 3D Studio Max |
Technical Details | UHD resolution (4K). File is very large at 3,840 x 2,160 pixels. File format is open EXR |
B6_3_SE data uncertainty visualization
Description | Visualization of data uncertainty in the 3-D reconstruction of the SE areas of Shrine VIA.10 using color coding. Elements in green are documented (plans and photos), in yellow are hypothetical (inferred from archaeological data or by analogy with similar context), and in red are conjectural. |
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3-D render of south west corner of building
Description | Hyper-realistic 3-D render created in V-Ray plug-in for 3D Studio Max |
Technical Details | UHD resolution (4K). File is very large at 3,840 x 2,160 pixels. File format is PNG |
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3-D render of south west corner of building
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Description | Hyper-realistic 3-D render created in V-Ray plug-in for 3D Studio Max |
Technical Details | UHD resolution (4K). File is very large at 3,840 x 2,160 pixels. File format is open EXR |
B17_2_2_SW data uncertainty visualization
Description | Visualization of data uncertainty in the 3-D reconstruction of the SW areas of Shrine VIA.10 using color coding. Elements in green are documented (plans and photos), in yellow are hypothetical (inferred from archaeological data or by analogy with similar context), and in red are conjectural. |
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Building Elevation and Burial Data Table
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Description | Spreadsheet provides information retrieved during virtual reconstruction process. It includes data on floors elevation, floor elevation average, floor relative height (calculated from underlying floor), floor absolute height (to be used in game engine, GIS, CAD), inhumated skeletons count, and notes on burials |
Technical Details | Use floor relative height included in this table to recreate the superimposed sequence of buildings in your game engine of choice |
Virtual Reconstruction Argumentation Paradata
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Description | Archive includes six paradata tables containing variables that retain their meaning across tablespreadsheet. They provide detailed information on: 1) the argumentation process that produced the virtual reconstruction of this building including project name, type, involved actors, and their roles; 2) the research underpinning the argumentation process that produced the virtual reconstruction of this building including what type of documents, their URL, what actors were involved, etc.; 3) the identification of propositional objects in the virtual reconstruction of this building; 4) the assumptions we made to define overall building functions and associate them to specific identified objects; 5) the inference choices we made to geometrically reconstruct identified objects/components in this building and associated functions; 6) the results of our argumentation (this paradata basically mirror the building's metadata in this collection) |
Technical Details | Based on CIDOC CRM 6.2.1 ontology and CRMinf 0.7 extension |
Related Publications | Bruseker, George, Guillem Anaïs, and Carboni Nicola. 2015. Semantically Documenting Virtual Reconstruction: Building a Path to Knowledge Provenance. In ISPRS Annals of Photogrammetry, Remote Sensing & Spatial Information Sciences. Vol. II-5/W3. Taipei. |
Unity 3d asset package including 3D model, materials (graphic shaders), and texture maps
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Description | This file includes all assets needed to recreate the S.VIA.10 building in the game engine Unity 3D. It features 3-D models, materials, and texture maps only, no camera nore multiple scenes. |
Technical Details | This custom asset package was created in Unity 2018.2 and may not be compatible with older versions of this game engine. To edit, run, and rebuild the demo in Unity, please do the following: Download and install Unity 3D 2018.2 or later at https://unity3d.com/get-unity/download. Create a New Project you want to import Assets into. Choose Assets > Import Package > Custom Package… to bring up up File Explorer (Windows) or Finder (Mac). Select the package you want from Explorer or Finder, and the Import Unity Package dialog box displays, with all the items in the package pre-checked, ready to install. (See Fig 4: New install Import Unity Package dialog box.). Run the Game Engine by clicking Play. Start navigating the 3-D reconstructions. To display the interactive controls help, hold down [H] key. |
3D Studio Max model exported in FBX for Unity 3D
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Description | 3D model optimized for real-time visualization. The .FBX can be re-imported in 3D Studio Max or other compatible 3D modeling software for further editing |
Technical Details | This file only includes the geometry of the 3D model and related UV coordinates generated in 3D Studio Max with texture unwrap modifier. All related Diffuse maps are embedded in the FBX. When importing this file in your 3D modeling software, a .FBM folder will be created in the same folder of this .FBX. The .FBM folder includes all the Diffuse maps. To improve the visual quality of the renders, you have to manually create multitexture materials adding Normal maps and Reflection maps per each material in the 3D model |
S.VIA.10 All Texture Maps
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Description | Collection of all Diffuse, Normal, and Reflections maps used in the components of this model. This archive includes textures for the following materials: Decoration, PlasterFeatures, Roof, Walls, WoodBeams |
Technical Details | All textures were created/rendered in 3D Studio Max. Diffuse maps were edited in PhotoShop with Solidify plugin. Normal and Reflection maps are not linked to the material in the FBX. If you chose to create multitexture materials, please add those to your new materials in your 3D modeling software's material editor. If normal maps do not provide enough depth to the model, please recreate them in Unity or Crazy Bump third party app |
3D Studio Max model exported in X3D format
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Description | 3D model optimized for real-time visualization. The .X3D can be re-imported in 3D Studio Max or other compatible 3D modeling software for further editing |
Technical Details | This open file format can be used with the vast majority of 3-D modeling and visualization software. It only includes the geometry of the 3D model and related UV coordinates generated in 3D Studio Max with texture unwrap modifier. All related Diffuse maps are available as a zip file/subcomponent of the .FBX model |
- Collection
- Cite This Work
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Lercari, Nicola; Busacca, Gesualdo; Cox, Grant; Aboulhosn, Jad; Guillem, Anaïs; Campiani, Arianna (2019). Çatalhöyük, South Area, Shrine VIA.10. In Data from: A Glimpse through Time and Space: Visualizing Spatial Continuity and History-making at Çatalhöyük, Turkey. UC San Diego Library Digital Collections. https://doi.org/10.6075/J0R49P44
- Description
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3-D reconstruction of Çatalhöyük, South Area, Shrine 10 in the level VI phase A (later phase). The last building in the sequence is Shrine VI.10, subdivided by Mellaart in two main phases of continuous occupation, VI.B and VI.A; during the later phase VI.A, the floor was elevated by approximately 60 centimeters and an oven was added to the southern wall (Mellaart 1967: 125). Major discontinuities between these two phases are substantiated by a reconfiguration of the access to storage rooms or other buildings through crawl holes located along the south wall in phase VI.B.10 and in the southern part of the east wall in phase VI.A.10 (see Fig. 12 and video 3) and by the reduced size and number of niches in the west wall of VI.A.10 when compared to VI.B.10. The model of this ‘shrine’ meticulously illustrates the northern platforms characterized by two lips dividing their surface into three parts, as well as by a bull pillar. The decoration of the building was dominated by cattle heads located in the central part of the eastern and northern walls and especially in the west wall, where three superimposed plastered bucrania were found in situ (see Mellaart 1963: plate XIII). A low red-painted panel ran all along the eastern and northern walls; red-painted decoration also appears near the bucranium on the eastern wall, interpreted as ‘the muzzle of the bull’ (Mellaart 1967: 126)
- Scope And Content
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Updates to the preceding (2018) version: metadata were updated (author info were added to all items at the subcomponent level and related publications were updated); 3-D renders were re-created as 3-D model for this building was revised; uncertainty maps were updated; elevation and burial info metadata were updated adding level, temporal group, and chronological range info; paradata spreadsheet capturing 3D modeling argumentation info was added; Unity assets package (.unityPackage) was updated; 3D model (.fbx)was updated and a new open format version was added (.x3d)
- Date Collected
- 2017 to 2019
- Creation Date
- 2018 to 2019
- Date Issued
- 2019
- Authors
- Principal Investigator
- Research Team Members
- Contributor
- Geographic
- Topics
- Cartographics
Point: 37.672122,32.823508
Formats
View formats within this collection
- Language
- English
- Identifier
- Related Resources
- Lercari, N., Busacca, G. 2020. A Glimpse through Time and Space: Visualizing Spatial Continuity and History Making at Çatalhöyük, Turkey. Journal of Eastern Mediterranean Archaeology and Heritage Studies, 8 (2): 99-122. https://doi.org/10.5325/jeasmedarcherstu.8.2.0099
- Assorted Photoshop plug-ins from Flaming Pear Software: http://www.flamingpear.com/freebies.html
- Unity Asset Packages: https://docs.unity3d.com/Manual/AssetPackages.html
- Unity User Manual: https://docs.unity3d.com/Manual/
- 2018 version (pre-peer review) of this item: Lercari, Nicola; Cox, Grant; Busacca, Gesualdo; Campiani, Arianna; Aboulhosn, Jad (2018). Çatalhöyük, South Area, 'Shrine' VIA.10. In Data from: A Glimpse through Time and Space: Visualizing Social Memory and History-making at Çatalhöyük. UC San Diego Library Digital Collections. https://doi.org/10.6075/J0VD6WT4
- De Contenson, H. (1968). J. Mellaart: Çatal Hüyük: A Neolithic Town in Anatolia. London: Thames and Hudson, 1967. 232 pp., 136 pls. (15 in colour), 56 figs. 84s. Antiquity, 42(165), 72-74. https://n2t.net/ark:/13960/t7gq8jb1x. https://doi.org/10.1017/S0003598X00033998
- Mellaart, J. 1963. “Excavations at Çatal Hüyük, 1962: Second Preliminary Report.” Anatolian Studies, 43–103. https://doi.org/10.2307/3642490
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Creative Commons Attribution-NonCommercial 4.0 International Public License
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- UC Regents
- Copyright
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Under copyright (US)
Use: This work is available from the UC San Diego Library. This digital copy of the work is intended to support research, teaching, and private study.
Constraint(s) on Use: This work is protected by the U.S. Copyright Law (Title 17, U.S.C.). Use of this work beyond that allowed by "fair use" or any license applied to this work requires written permission of the copyright holder(s). Responsibility for obtaining permissions and any use and distribution of this work rests exclusively with the user and not the UC San Diego Library. Inquiries can be made to the UC San Diego Library program having custody of the work.
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Research Data Curation Program, UC San Diego, La Jolla, 92093-0175 (https://lib.ucsd.edu/rdcp)
- Last Modified
2023-06-06