I made some Gyroids in K3DSurf, these sculptures make a fabulously resonant sound when you beat them like a drum!
I have a few tweaks to do, and a whole lot of other versions to experiment with, minor colour/contrast/saturation/levels adjustments in pw.
bless my aching lamellar copolymers! Them's nice ones. ;D
I guess one of the tweaks is to erase or attach that rogue triangle above the left gyroid. But, as I say, nice.
John
cheers John, indeed rogue triangles must be eliminated....
:)
those edges are sharp! sharp enough to cut pixels!
Quote from: inkydigit on July 27, 2010, 06:22:29 AM
rogue triangles must be eliminated....
:)
:D :D funniest thing I've heard this morning...
ENGAGE THE DETRIANGULATOR!!! Funky stuff, inky.
Quotethese sculptures make a fabulously resonant sound when you beat them like a drum!
I tried, but nothing happened but a smashed computer screen...
>:(
Quads will be spared... :D :D
Quote from: domdib on July 27, 2010, 04:15:26 PM
ENGAGE THE DETRIANGULATOR!!! Funky stuff, inky.
i look forward to the next version.
Nice and weird, Jason. I wonder what one of those would look like hanging off one of my Mojoliths...?
thanks everyone...I will post the next version soon...
for Rich and anyone else...
here is one medium poly tgo for you...
have fun:
http://www.mediafire.com/?q9rw85ag8hawnbc (http://www.mediafire.com/?q9rw85ag8hawnbc)
Jason, I think you've been bit by the Rich2 bug for unusualitis. This is a good thing however ...keep on!
more iso surface fun, again sculptures created in k3dsurf, modified in blender and converted to tgo, vegetation by Walli, Klas, and Lightning, atmo and clouds by me, and minor colour/levels etc tweaks in pw...
thanks for dropping by, again!~
:)
update no. 3....as above, just some reseeding/population tweaks...
Hi inkydigit, great, but what I don't like in this pictures is that the horizon is visible behind the trees. Here is what I would do:
Adding a population of the trees and set the y-transform for the object to a negative value, for example -7 if the tree is 10m then adding a displacement shader for the population at the end of the shaders as terrain for the population to vary the height of objects.
thanks klas, that looks like a neat way of solving that particular problem, I did try to minimize the effect by adding a small terrain in the background, but I may also try a low poly population of trees/shrubs also....cheers
Jason
The lighting on these new ones, particularly in the first, makes them look more real. Nice!