Wednesday, July 29, 2015

Lummi Island

Rock Stacks 
A Meditation on Rocks and Stones

I stacked these simple ephemeral structures on a friend's beach on Lummi Island 18 July 2015. 
They stand, because of gravity, balance and friction, but to the tides and winds, they will collapse with intention.

(front view)

(oblique view)


Setting the Table

The Table

Artist at Work

Relief Equidae

Remember, rock stacking is illegal in National parks.
 "Only you can prevent rock stacking."

Sunday, May 24, 2015

Images Inspired by the Paintings of Joan Miro


 CG Images Inspired by the Surreal Abstract Paintings of Joan Miro

These pictures were shown at the Greenwood Phinney Artwalk May 2015 as photo paper prints. Metal prints were also made, but did not arrive in time for the exhibition. The metal prints are amazingly vibrant and the depth of colour saturation is stunning. They appear so luminous, they look as if they are back lit.   






 I am building upon my concept of 3D Surreal Abstracts IV, which used one particle system with a high number of particles and low number of lines to build structures.
These images use at least 16 particle systems with a very small amount of particles and a lot of lines to form more solid forms.      
I created these artworks with Blender 2.74.

Tag, you're it!

Tuesday, May 05, 2015

Greenwood-Phinney Artwalk Preview

Greenwood-Phinney Ridge Artwalk 2015
May 8 & 9

I will be exhibiting my digital images as paper and metal prints.

I created this surreal abstract with Blender 2.74
 and is another "default cube" artwork.
I made the cube an invisible, particle system emitter with at least 16 particle systems popping out of it, instead of the one or two I've given before.

Blender Rangers, away!

"See ya' there. It's gonna be a great show!"

Friday, April 24, 2015

Watermarks & Signatures

Watermarks v Signatures

This is my project to integrate signatures into digital images before uploading them into the wilder-lands of the internet. Once it's out there on the web, it's out there and out there forever! Watermarks can be obvious and detract from the image. Especially when they are carelessly splashed across the picture. I think the two best ways to sign a digital piece is to make the mark part of the original scene or hide it, the way a chameleon blends into it's environment.  

Progression of My Signature/Watermark

Carelessly splashed!
Bad, just bad and ugly.

Better, but easy to crop out.

Typical watermark, hard to edit out, but distracting.

Small and easy to edit out.

Blatant, in your face and easy to paint over.

  Hidden in the lines


Three signatures in this one, can you find them?


Signing off!


Tuesday, April 07, 2015

Mystic Forest

Default Cube Challenge 

I made this image
Blender2.72 Cycles
 and used the hair particle system to create 200,000 trees.

Mystic Forest

This is the first time I use the vertex weight edit tool to convert an image into a vertex weight group to determine the length of hairs(trees). The image I used was of beaten copper cauldron. I also used this image as a displacement to texture the surface of the cube after I had flattened it with an ocean modifier and added a load of subsurface modifiers.   


Sunday, December 14, 2014

Frame 250 Part II

Presenting   Higher sample renders
3D Surreal Abstracts X 
 Part II
Exercising modifiers to the default cube
Blender2.72 Cycles

Higher sample renders have less fireflies/sparks and usually produce well defined images.
Floating Pueblos at Night.








Saturday, November 22, 2014

Next Level: Frame 250

3D Surreal Abstracts X
 exercising modifiers to the default cube
Blender2.72 Cycles

I am using the same modifier stack of 3D SA IX,
but I changed the background, advanced the time frame, modified the modifiers and added "a lot" of lamps to make these floating structures.

 One-Sample Renders
Low sample renders result in a lot of fireflies and noise and it is said to be avoided. I broke the rules and turned them into sparkly stars using glare streak nodes.





Coming soon: Higher sampled renders, with much fewer sparks.

  Happy Blending! 

Monday, November 10, 2014

Frame 124 part 3

The continuation of
3D Surreal Abstracts IX

 exercising modifiers to the default cube
Blender Cycles

Heads and Faces
What Do You See?

Image with Three Subtle Differences in Lighting



Level Complete!
Advance to the Next Level!

Tuesday, October 28, 2014

Frame 124 Continued

The continuation of
3D Surreal Abstracts IX
 exercising modifiers to the default cube
Blender Cycles

Sky Quarries
Lighter-than-air stones
are quarried.


Two variations of image 4




Monday, October 20, 2014

Frame 124

3D Surreal Abstracts IX
 exercising modifiers to the default cube
Blender Cycles

Another series of pictures showing the changing of the default cube and progression of an image.

First I transform the cube with a modifier stack:
Subsurface simple, Particle System, Explode, Solidify, Remesh blocks, Array.
This is frame 124 of the Particle System animation.

Next I changed the Subsurface to catmull-clark and the Remesh to smooth.

I increased the Remesh's octree depth
played around with ambient occlusion and the Remesh's smooth shading!

I added a Smooth to the modifier stack and upped the octree another notch.

Catmull-Clark or Simple
Simple maintains the current shape, and simply subdivides edges.  
Catmull-Clark subdivides and creates a smooth surface.
Catmull-Clark can change a cube into a sphere.
The Octree Depth
 Low values will generate larger faces, higher values generate a denser output.
The result can be tweaked further by setting the Scale.

Keep your batteries charged!