Wednesday, July 16, 2014

Curves From Straight Lines

3D Surreal Abstracts IV

Fun with the Default Cube and Modifiers

 "3D Surreal Abstracts" Scenes in Blender 2.70a.









 Only one geometric object was used to create these scenes, the default cube, and no part of it was moved, rotated, or scaled. It was given a particle system with a force field to emit trails of lines and create curves from straight lines.

  Experiment and ask questions! 


Sunday, July 06, 2014

Fractal Spirals

3D Surreal Abstracts IIIa
A continuation of
An Exercise in Modifiers
in Blender 2.70a

 Three Super wide 4000x1000 banners
The same scene with three different lamp colors 



 Three array modifiers are arrayed around one rotated and scaled empty to make spirals and a subdivision modifier to create a gem-like appearance are applied to the default cube.  Part of my intention in these images is to apply signatures that are easily seen and signatures that are hidden and not so obvious. In both cases they are integrated into the image. 




Drive safe! 

Thursday, July 03, 2014

3D Surreal Abstracts III

 3D Surreal Abstracts III
A continuation of
An Exercise in Modifiers
in Blender 2.70a

 Super wide 4000x1000 banners





More 4000x1000 to come.
Also, a black and white series is in production.

Up, up and away! 

Sunday, June 08, 2014

 3D Surreal Abstracts II

An Exercise in Modifiers

  I created the "3D Surreal Abstracts" images in blender 2.70a. Unlike my previous works in Blender, I used only one object in these scenes, the default cube. No part of the cube was moved, rotated, or scaled, but a variety of modifiers were applied to it to create structures. If you are not familiar with Blender, modifiers are powerful tools. They can change the shape of an object, mirror it, explode it, duplicate it once or many times and array those duplications along a straight or curved line. There are at least 46 different modify tools in Blender 2.70a, the latest update as of this writing.  

 Ring Structure View III

Ring Structure View IV

Ring Structure View V

Ring Structure View VI

More to come.

Tot Ziens!

Monday, May 12, 2014

3D Surreal Abstracts
I created these seven images in Blender 2.70a. They were first shown at the Greenwood - Phinney Artwalk in May 2014 as 8x10 giclée prints. 

Exploding Cube in a Vortex

 Spiral Structure External View I

Spiral Structure External View II 

Spiral Structure Internal View I

 Spiral Structure Internal View II

 Ring Structure View I

 Ring Structure View II


Sunday, December 01, 2013

"Hello World!"
A study of light emission and glossy shaders. 
Blender 2.69 cycles.
A few months ago, I decided to become literate in computer code, specifically Python code. In September, I wrote my first "Hello World" program. I was excited to learn a new job skill. I began with free online tutorials at Code Academy and later, I enrolled in an online class offered by Rice University,"An Introduction to Interactive Programming in Python". I scored perfect marks on all the projects and quizzes and I built simple games (guess-the-number, memory, pong, etc.), but there is a big problem. I don't like programming much and the thought of doing it for a living makes me cringe.  

 I like making images.



print("Hello World!")


Friday, July 26, 2013



This is the second rendition of,"A squadron of three heavy battle mechs docked in depot for Maintenance, Repair, and Overhaul (MRO)", from my post, Mecha!. (Click Link to view post). The first is about the mech models and this second image is about the scene and the story. I made changes, additions and took things out, but I kept most of the original composition. There were several transitions of different ideas before it got here.

I like the lights in the first image, but there isn't enough of them. Large MRO facilities and industries that labour throughout the night require a great number of bright lights. I increased the amount of lights in the background and gave them different strengths and glares.

 Then, because the ground lacked interest, I added markings to it. These help guide vehicles moving through the complex corridors of facilities and give the models a designated space to be in. The similar colors of the pavement help integrate the models into the composition, as well. 

Other changes include, remapping the metal texture to the guns, so that it matches their shape, and giving the upper two windows of the mech a glassy, emission material. I also demolished the four castle walls and tower on the right side and replaced them with three groups of barrels and two, oddly shaped, decrepit signal/watchtowers. 


Friday, July 19, 2013

Manufactorials Premium Series: Redux

Post 30/30 Challenge June 2013.

Three more




Easy Company

Friday, July 12, 2013


30/30 Challenge
The Challenge, hosted by Avanti Gallery, was to create thirty pieces of Art in thirty days during the month of June 2013. 
I took it.
 Dimension rules: Nothing larger than 4" x 4" x 4" (4in = 10cm).

 I call them the

Manufactorials Premium Series

   I create these sculptures using wood, paper and metal. I cut and sand the wood by hand and paint it with 1-4 coats of enamel to get different levels of gloss. I recycle acid-free matte board to make into paper and emboss it to give it different textures. I painted these papers with several coats of enamel. The metal plates are steel/zinc or copper plated steel and cut by hand. I either heat treat or patina the copper plates to change the color or texture and then seal them. Holes are drilled and I attach the paper and metal plates to the wood base with screws and bolts. I do this by hand, to align and avoid damaging their heads. Each piece is signed and numbered with an embossed metal plate. 


Sunday, April 14, 2013

 A squadron of heavy battle mechs docked in depot for maintenance, repair, and overhaul (MRO).

 An idea for a futuristic scifi video, inspired by Katsuhiro Otomo's "Cannon Fodder", the last short in the anime trilogy "Memories", and the table top game "Warhammer 40K". This image was modeled in Blender 2.66a using both cycles and Blender internal render.
I wanted to make these things look huge, so I made hatches, ladders, railings, barrels and a background of cranes. I set the camera's f/stop to 1 and diminished the emission value of the lights the lower they neared the horizon. I also added smoke, but Cycles doesn't do smoke at this time.

This is a mix of scenes in Blender internal engine and Cycles. One scene is rendered in Cycles, with the models on one layer and the background and lights on a second layer. The second scene is rendered in blender, with the models on the first layer and the background and smoke on the second . The models and background, in the latter scene, are assigned a non-reflective black material and will be transparent, so that only the smoke will be rendered, when the two scenes are composited together.

Black is the key to help these render engines work together with different scenes.

Carpe Noctem!