@Seven@pixelfed.art avatar Seven , to random
@Seven@pixelfed.art avatar Seven , (edited ) to random

Tech-themed works, continued…

Sci-fi ray gun design (2024). Modeled and rendered using MagicaCSG.

↔️ Swipe to see some creation stages.

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@metin@graphics.social avatar metin , to random

🧵 1/x

Starting a new thread, featuring my artworks through the years with a technology theme (computers, robots, electronics, …).

Kicking off with a tribute to the 2017 Coda documentary about the Japanese composer Ryuichi Sakamoto.

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metin OP ,
@metin@graphics.social avatar
@vaughan3d@mastodon.gamedev.place avatar vaughan3d , to random

More Character exploration

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@vaughan3d@mastodon.gamedev.place avatar vaughan3d , to random

“The ever impressive, the long contained, often imitated, but never duplicated … Genie of the lamp!"

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random
@ephtracy@mastodon.gamedev.place avatar ephtracy , to random
@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

some large sdf blending factors

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random
@Seven@pixelfed.art avatar Seven , to random

𝑩𝒂𝒕𝒕𝒆𝒓𝒆𝒅 𝑷𝒊𝒌𝒂𝒄𝒉𝒖

Switched from ZBrush to 3D-Coat and ultimately Blender to sculpt and render this scene, and modeled the Pokeball in 🙂

Inspired by a Patri Balanovsky concept.

Creation stages can be found in a different post.

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@Seven@pixelfed.art avatar Seven , to random

It has become a tradition to export my MagicaCSG 3D scene to Blender for a Cycles rendering.

Swipe to see each of the renderings. Image 1 is the Blender rendering, image 2 the MagicaCSG rendering.

3D rendering of a cartoon-style inspector character bust model in the MagicaCSG SDF 3D editor.

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@Seven@pixelfed.art avatar Seven , to random

Some creation stages of my inspector 3D model.

Larger final rendering and some info in a different post.

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@Seven@pixelfed.art avatar Seven , to random

𝐓𝐡𝐞 𝐈𝐧𝐬𝐩𝐞𝐜𝐭𝐨𝐫

Modeled and rendered in the MagicaCSG SDF 3D editor.
Slightly post-processed in PhotoScape X (Pro).
Inspired by a Denis Spichkin sketch.

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@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

modeling a tree frog using the spline tools in

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

after all, I get SDF of bezier, catmull-rom and b-spline implemented in

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

Demo: SDF of Bezier curves with variable sizes

video/mp4

@Seven@pixelfed.art avatar Seven , to random

After exporting my robot bust from MagicaCSG to Blender, I created new materials, textures and lighting using the Cycles renderer, and turned the eyes into lights.

You can find the MagicaCSG rendering in a different post. I think they both have their qualities.

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@Seven@pixelfed.art avatar Seven , to random

Robot bust design 🤖

Modeled and rendered in the MagicaCSG SDF 3D editor.

Post-processed in PhotoScape X (Pro).

More impressions in a different post…

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@Seven@pixelfed.art avatar Seven , to random

Some work-in-progress stages of my robot bust design.

Larger final rendering in a different post…

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@ephtracy@mastodon.gamedev.place avatar ephtracy , to random
@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

demo: Add/Remove Control Points in Polygons/Polylines

video/mp4

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

mirror blending

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

I do have some successful experiments that may not be part of the final product of . for example, Variable SDF Blending.

image/png
image/png

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

demo: Polyline and Bezier

video/mp4

@ephtracy@mastodon.gamedev.place avatar ephtracy , to random

bezier, polyline, polygons are finally unified, simple and powerful