Experimenting with a script kindly shared with the modo community by "Keith" in Montreal, which is intended to create stitching at the interface of two peices of material, but with which one can create trusses: nice, clean-looking, low-poly trusses, with great ease... et viola! Instant Space Station.
This was my reworking of a stock animation scene which ships with modo - the original didn't have enough variation in the flapping of the curtains, and I wanted a nice exterior environment too...
Amberlight...
More amberlight
FlamePainter
Produced for BIM technical Keynote presentation to capture the core concepts of BIM in a quick repeatable gif... but the animation process was highly expirmental and I think it worked out well. Not enough anticpation or exaggeration for a *nice* animation, but perfect for a super-tight, background-only image.
Studies in classic portrait lighting setups: from all ambient through to 3 point and a 3 point plus one.
 
these next few are studies in classic portrait lighting setups and their effect on the subject. This one: 1-point lighting
Dragonfall 5 - favourite from my childhood - modeled clean as it was illustrated back then, and NPR rendered.
A new, slightly improved Dragonfall 5...
modo has some inbuilt gear making tools which are pretty amazing... then I spent some time with deformers getting the perfect extra parameters
Sci-fi glowing energy pods... because luminosity!
Use the irradiance cache, use the irradiance cache...
Happier now with the dynamic of the nearest curtain
shatter combined with bullet physics... and. . . .  here we go - pop!
and Whack!
Straight bullet physics... marbles into a lightweight bowl.
Playing with mildly randomised voxels...
It's a topologically complex stackable doohickey... and that's a technical term, I'll have you know -  quite distinct from a whosiwhatzit, and completely unrelated to either widgets or flamdigits.
Replicator experiments
Replicator and plant experiments
Particle and dynamics based rain experiments
Rapid modeling and scultping experiments
Rapid modeling expermients
Rapid modeling and texturing exercise - based on a rather nice japanse lamp whose shade is extremely thin veneered wood, with wonderful warm subsurface scatter glow; subtle, understated and quite beautiful.
Rapid modeling and texturing exercise based on a lamp I observed in a teppan maki restaurant in Lahaina - nice repeating geometric motifs, simple but elegant construction, and a nice warm feel with traditional heavy handmade paper between the wooden members.
Idealzed image of a modern renderer's workstation, with sketchbooks, architectural markers, graphics tablet and both laptop and all-in-one computers, and of course the requisite graphics and architecture source books.
Different view of that same station, with DOF (depth of field) employed to lend an exaggerated sense of space and perspective. I was happy with how well the sketchbooks ended up working out - enough variation in the spiral bindings to avoid the CG mechanical feeling that can creep in so easily. I modeled the spiral binding as curves in modo, keepign the total polycount down whilst still conveying the wonky spiral wire feel.
Two high-quality, hero level bikes in the front, and in the back two low poly, low quality bikes, which I retextured and tweaked a bit, and the overall feel is unified - looks like all four bikes are beautiful - but the render time is far lower with only the front two being higher quality.
Rapid modeling and texturing exercise - adapting then recreating a model made by another with very high polycounts, redoing with far lower poiycounts, but subdivision surfaces to reach the same curve quality but far faster rendertimes - I spent a little while getting a nice edge material - the copper shows clear scratches and wear, but retains copper's intrinsic warmth and beauty - there's a subtle edge wear being produced using an occlusion based shader layer which adds that just right softer touch along the outer edges of the copper band.
Rapid retexturing exercise - I took a free model from 3D Warehouse, did a little geometry cleanup only, then retextured it to use as an asset in archviz. Decent but not hero quality - good for mid-foreground, but not closeups.
The same asset, with some tweaks to the shader of the briquettes and the paint, adding a bit of pop in scene on a balcony. This view is just an item camera view, not a renderview, but conveys the way that even a lower-quality asset, with a little care to materiality, can really add to a scene - entourage can take a scene from sterile to lively, when executed correctly.
Experiments
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Experiments

An area to post the purest R & D works I do - those with no distinct application per se in mind, no problem being tackled with a project in mind Read More

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