Some work-in-progress stages of my Owl lighthouse.
See other posts for more impressions and info.
Some work-in-progress stages of my Owl lighthouse.
See other posts for more impressions and info.
Owl lighthouse
Modeled, colored and rendered using the free SDF Modeler.
Post-processed using the free PhotoScape X.
See other posts for work-in-progress impressions.
Light Owl update.
Work will continue tomorrow, stay tuned…
A little update of my Light Owl…
Gave him some color and lit eyes.
Want to try SDF Modeler? Grab it for free here (Win / macOS / Linux):
Started brewing something in SDF Modeler again.
As usual, I'll keep you posted in a thread…
Blender 5.0 will feature improved Cycles SSS (Sub-Surface Scattering). You can already try it in the 5.0 alpha builds.
It's always an honor to see my Monster Under The Bed scene being used as a Cycles benchmark again…
Added my giraffe SDF Modeler and Blender scenes to my shop. You can grab them here for free:
https://ko-fi.com/s/af641abdd7
Get SDF Modeler for free here (Win / macOS / Linux):
Illustration about social media, made around the mid-2000s for the Dutch Elsevier weekly magazine.
Flickr, Digg and Fleck were popular at the time.
Some work-in-progress stages of my big bad wolf.
Big bad wolf
Modeled and rendered using SDF Modeler.
Post-processing in Affinity Photo and PhotoScape X.
Grab SDF Modeler for free here (Win / macOS / Linux):
Anyway, the tricky G2-continuous shape is now on the tool wall. It's a tray for this dual tape dispenser. (It absolutely did not need to be G2-continuous. I just wanted to play.)
17/N
Logo design and illustration for a multi-part crime story in the Dutch FNV Bouw magazine, 2004.
Cover illustration for a Dutch legal course regarding commercial contracts (2009).
A little progress impression of my demon head doodle.
Fooling around a bit with Dyntopo (dynamic topology) in Blender's Sculpt Mode, this gargoyle-like head emerged. Don't know if I'm going to finish it, but I kinda like it so far.
I made a relatively simple thing that brings Fusion 360 to its knees. As in, every change, no matter how trivial, takes over a minute to recompute.
It's the outline shown above, extruded and filleted, then chamfered around the top edge. It ran fine until the chamfer. F360 can't calculate the chamfer directly; I had to do nonsense with a tapered extrusion.
14/N
Today is G2 continuity day! I learned this morning that Fusion 360 can do G2 continuous fillets, and I needed to model this anyway...
According to the color map (right image), the fillets are G2 to the bottom, but the small fillet isn't G2 to the sides. And the corners are awful. I don't know what to do about those.
If you think this is going to be another Gridfinity bin, you're close but not right.
13/N
Illustration for a 2007 edition of the Dutch Elsevier weekly magazine, about the convenience of online ordering.
ICYMI: How did light shape religious experience in ancient Mesopotamian temples?
We investigated this by reconstructing and analysing lighting conditions in four common types of sacred architecture from the ancient Near East.
Using standardised 3D models, we simulated how natural light entered temple spaces.
Read more about our approach and results here:
https://www.artefacts-berlin.de/portfolio-item/lighting-conditions-in-sacral-architecture/
Couldn't resist porting my sci-fi plasma gun to Blender for some grungy LuxCoreRender materials and atmospheric lighting.
Grab LuxCoreRender here for free: