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I've done blobs and multi-appendaged robots, so I decided I wanted to build a bipedal robot. I based it off of the local quails and a gumball machine. Main goals were to have feet with toes that can move together or as a group, and feet that interact with the floor to simulate squish and help give the appearance of gravity. I'm fairly proud of the level of detail I achieved in the feet. Other things, not so much. The bolt-and-washer hip joints wobble too much. I know I can fix it, but I only noticed after I'd rendered it, and it's not crazy bad, just mildly annoying.
For some reason, the camera and lighting were really difficult to manage in this one. Usually it's fairly simple, but I had to build this animation out of four separate blend files, and even though I kept the camera and lights at the beginning of one file exactly where they were at the end of the previous, they still kept jumping around on me. I mostly got it sorted, but there's a slight visual hiccup before the jump animation. Annoying.
Since I've gone fairly realistic with the look of this one, I think my next one will be something stylized and low poly.
Identity for a Local TV show by an Non Governental Organization to wich I do pro bono work. The logo was modeled in 3D Max, rendered with Mental Ray and pos production done on Photoshop. My first work with 3D max.
The first two sub-pentagrams of the faces of the Great Stellated Dodecahedron form stellations of the icosahedron
A selection of sixty points, found by computing the maximum gradient over all pixels in the image, are highlighted here. With two such images that overlap, and some corresponding set of points, we can compute the homography that relates the two images.
This was the Blender Guru freebee tutorial that sold me on the course. Haven't done anything other than follow the instructions as closely as possible, added a little bump to the rocky slope but that's it.
Multimedia Classics. Das Digitale Zeitzeugenprojekt. Andreas Kneissl ist Kameramann und Multimedia Experte.
Breathtaking view out the right window. Can't beleive this demo is from 2003... Really holds it's own against FSX
Finally got all the pieces together in my SSE-based ray tracer to do refraction. This is 2 levels of refraction rendering about 4fps. I still have quite a bit of stuff I can optimized at this point.