Systems / Skeletal
Skeletal system
Not a skeleton.
Not a skeleton.
An articulating one.
Every bone surface-scanned and separate — then put back together with the capsules, discs, labra and ligaments that actually hold it there.
HERO RENDER
Full skeleton, three-quarter view
Studio lighting on the dark background — the same camera you'll reuse for the systems scroll.
1,001Skeletal structures
223Separate bones
188Articular surfaces
406Ligaments
Beauchêne view
The skull comes apart into 20 named plates.
Drag across the render. Every cranial bone is its own object with its own sutural edge — and so is every tooth.
Label calibration
Pick a plate, scrub to a frame, then click it on the render. Do 4–6 frames per plate — positions interpolate between them. Save to file often: reloading the page loses unsaved keys.
Articulation
Look inside a joint.
Bone is the easy part. Pick a joint and see what most libraries leave out.
JOINT RENDER
The plates
The skeleton, shot properly.
Drag the deck, or step through with the arrows.
DETAIL · CUTAWAY
Femoral head, cartilage shell peeled back
Show the articular surface as a separate shell sitting on the bone.
Why it matters
188 articular surfaces, modelled separately.
Cartilage isn't painted on. Each articulating face is its own mesh, so contact reads correctly under close-up light and joints hold up when you animate them.
- Shade cartilage independently of bone
- Joints stay believable through a full range of motion
- Isolate a surface for a pathology or wear shot
Real-world scaleMetric, matched to the scanned specimen.
Quad topologySubdivides cleanly at render time.
Terminologia AnatomicaNamed to standard, top to bottom.
Six packagesBlender, Maya, C4D, 3ds Max, Unreal, Unity.
Test the topology yourself.
Take a bone, drop it in your scene, and see how it holds up.
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