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Eames desk and chair. The rest is just stuff I've been modeling. I'd like to somehow make a mid-century archviz with these things. If you can get around the Flickr UI and look at the largest version of this, you'll see all the detail. The chair is made up of around 40 separate items and it's difficult to drag around the 3d screen on blender.

I made this in Blender following a tutorial by Andrew Price

I made this car animation using blender software, and rendered it in cycles

Created in Blender for Ironsky: Operation Highjump game.

I worked on this in bits and pieces for a while, and learned a lot about how to rig and animate efficiently. I made the animation in ten separate blend files, because after a certain amount of content, the files would just crash. It's all I can do with the tech I have, but I am getting better at trimming the fat and optimizing file sizes and render times. One can probably guess where I stitched the files together, and I like it that way. Each segment shows where I improved, and also where I screwed up--notably those where I forgot to extend the camera's clip limit and ended up with dark backgrounds. I'd go back and fix them, but... meh. And in one case, I accidentally cleared all the animation frames and then hit Save instead of Save As, and really didn't feel like going back and reanimating an entire segment.

 

Also, having a robot crap into a beaker seems, in retrospect, a little puerile, but again... meh.

Célèbre grue titan jaune de Nantes

Suzanne Realistic 3D Model

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daily drawing, ink on graph paper on cloth simulation

730 Elite Class Cowboy Coutry Boots

 

tinyurl.com/2pczxz4e

  

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Learning Experience:

I decided to try and create something entirely with geometry nodes, shaders, and drivers. For the most part, I succeeded. To create the donuts, I never directly edited the default cube, but instead replaced it with a collection of node groups, with shaders set.

 

The number line, I couldn’t create with nodes. As far as I can tell, there are no node functions that allow you to capture the length or number of points along a curve and then use that value in a value-to-string node. (I mean, why have a node that converts numbers to strings if there’s no way to procedurally alter that number? Sigh.) So, I had to put down each number as a separate object, and then apply to each a geometry node with a conditional replace-material node. In theory, this is cool because it’s be could make an elevator display using drivers. I think this lack of procedural counting may also be the reason why I couldn’t randomize the sprinkle distribution on each donut. In the end, I had to fake the randomness by rotating each donut (which I why I’m thinking that maybe I could randomize sprinkles, and simply am suffering from an order-of-operations issue), and then randomizing the color distribution. With the changing colors, angles, and camera position, I doubt that the sprinkle location problem is too noticeable, but it’d be nice to fix it for future projects.

Izzy with her new splash of color.

Funny cartoon alien dude..

Kopaka, Toa of Ice, in the drifts

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4053 COMPLET OUTFIT OPEN SHIRT / SOCIAL PANTS / SHOES

 

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Yet another modeling exercise. Based on a model done by one of my favorite artists who happens to also use Blender: Reynante Martinez: www.reynantemartinez.com/. Also had some fun generating textures for the leather.

Created in Blender for Ironsky: Operation Highjump game.

Soldering Iron with Solder feed wire attached.

Fallout 3 Mod item

Image recovered from my old files.

 

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Interactive virtual sculpture.

Here you start with a ball.

 

You control it from the inside to twist and shape it into strange objects.

 

michelpoisson.net/unity/BallWeb.html

 

I downloaded a free 3d modeling program called Blender. It's pretty damned wikkid. This is the basic image that you start out with.

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