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XR / 3D Renders

Some recent static image experiments with VR, 3D modeling, and rendering.

Each image is followed by a brief description.

 

This was modeled inside VR with MasterpieceVR on Vive, then rendered in Blender.

This was modeled inside VR with MasterpieceVR on Vive, then rendered in Blender.

Another view of the same city with experiment shaders, rendered in Blender

Another view of the same city with experiment shaders, rendered in Blender

Created in VR using stamps I made in Blender.

Created in VR using stamps I made in Blender.

Rendered in Substance Painter (right before reading about the Adobe acquisition)

Rendered in Substance Painter (right before reading about the Adobe acquisition)

(Another view from 20,000m above the sea.

(Another view from 20,000m above the sea.

Data sorting through geometrical iterations in scalars.

Data sorting through geometrical iterations in scalars.

Waffles in a nano assembler.

Waffles in a nano assembler.

Two xenoclass vessels refueling on Wednesdays, rendered in Blender Cycles.

Two xenoclass vessels refueling on Wednesdays, rendered in Blender Cycles.

Modeled in VR and rendered in Blender with SSS / Metallics shaders tests.

Modeled in VR and rendered in Blender with SSS / Metallics shaders tests.

Proving grounds, sculpted in VR and rendered in Blender Cycles.

Proving grounds, sculpted in VR and rendered in Blender Cycles.

(Another view, recent implosion criteria determined exit stance)

(Another view, recent implosion criteria determined exit stance)

Very recent caustics experiment and shaders dive with LuxCore for Blender.

Very recent caustics experiment and shaders dive with LuxCore for Blender.

Another caustics exploration. These were all done with limited passes and few samples.

Another caustics exploration. These were all done with limited passes and few samples.

Exploring refraction and caustics (and fireflies due to limited computing patience).

Exploring refraction and caustics (and fireflies due to limited computing patience).

Sometimes simplicity is good; HDRI vs Caustics vs custom glass shaders.

Sometimes simplicity is good; HDRI vs Caustics vs custom glass shaders.

Trying to determine how to map light waves as form inside Blender with LuxCore rendering.

Trying to determine how to map light waves as form inside Blender with LuxCore rendering.

Size of personalities on the rooftop party brigade.

Size of personalities on the rooftop party brigade.

Tin Foil and cardboard ship made it high thanks to helium capsules and steady hands, rendered in Substance Painter, created in VR.

Tin Foil and cardboard ship made it high thanks to helium capsules and steady hands, rendered in Substance Painter, created in VR.

A very cautious gathering of light wave ships.

A very cautious gathering of light wave ships.

Made this inside VR to explored iterative design principles.

Made this inside VR to explored iterative design principles.

Created in VR, rendered in Blender Cycles.

Created in VR, rendered in Blender Cycles.

(Another view)

(Another view)

Sculpted in VR, rendered in Blender.

Sculpted in VR, rendered in Blender.

(another view)

(another view)

Trojan Horses made for excellent saddle molds.

Trojan Horses made for excellent saddle molds.

Some material tests from the same horses.

Some material tests from the same horses.

Still life modeled inside VR.

Still life modeled inside VR.

SVG export to use with my XY plotter to make a painting. Sculpted in VR, processed inside of Blender with the SVG Export add-on.

SVG export to use with my XY plotter to make a painting. Sculpted in VR, processed inside of Blender with the SVG Export add-on.

Same ship with a different setting, a pillow.

Same ship with a different setting, a pillow.

Glass fish modeled inside VR.

Glass fish modeled inside VR.

Alps in VR (well, base in VR; purpose unknown).

Alps in VR (well, base in VR; purpose unknown).

On a wonderful foggy morning, same nook mountain base castle before operations.

On a wonderful foggy morning, same nook mountain base castle before operations.

Sandy render inside Blender.

Sandy render inside Blender.

Nanometer ships readying for deployment to combat certain cells in the lymph nodes.

Nanometer ships readying for deployment to combat certain cells in the lymph nodes.

The dorsal area of the light freighter. Modeled in VR.

The dorsal area of the light freighter. Modeled in VR.

I’ve never sculpted a dragon prior to this, so I think dragons ought to have more hands (?). Sculpted in VR.

I’ve never sculpted a dragon prior to this, so I think dragons ought to have more hands (?). Sculpted in VR.

Taking a couple ships into my first foray with Keyshot.

Taking a couple ships into my first foray with Keyshot.

Another view with composite materials and caustics with one of my paintings as a material texture node.

Another view with composite materials and caustics with one of my paintings as a material texture node.

An engine nacelle with glue and anemones, structured specifically to ender the turbine collider.

An engine nacelle with glue and anemones, structured specifically to ender the turbine collider.

A very fast machine.

A very fast machine.

(another view) with working animations for cockpits and thrust vectoring.

(another view) with working animations for cockpits and thrust vectoring.

Sculpted in VR, swimming sales retreat.

Sculpted in VR, swimming sales retreat.

The armored enclosure (for radiation) inside the vehicle mount for production in low orbit.

The armored enclosure (for radiation) inside the vehicle mount for production in low orbit.

Experimenting with circuitry in covalent shield assemblies.

Experimenting with circuitry in covalent shield assemblies.

Detail of helmet, made in ZBrush.

Detail of helmet, made in ZBrush.

Structural procedurals of helmet. Normals as inflections for manufacturing specificity.

Structural procedurals of helmet. Normals as inflections for manufacturing specificity.

Using Voronoi to dictate imperfections in projected texture baking. Or I don’t know, I think that’s what this is about.

Using Voronoi to dictate imperfections in projected texture baking. Or I don’t know, I think that’s what this is about.

TiltBrush, in-game capture of tower.

TiltBrush, in-game capture of tower.

TiltBrush, in-game capture of ships.

TiltBrush, in-game capture of ships.

TiltBrush, in-game capture of tower and ships.

TiltBrush, in-game capture of tower and ships.

TiltBrush, in-game capture of ship interior with nested vessels.

TiltBrush, in-game capture of ship interior with nested vessels.

Exploring gravitation inside Unity.

Exploring gravitation inside Unity.

Modeled by voxel slicing a combination of the Mandelbulb, Euler and Sierpinski sets.

Modeled by voxel slicing a combination of the Mandelbulb, Euler and Sierpinski sets.

Screen shot from a game setting I made with flight dynamics in Unity

Screen shot from a game setting I made with flight dynamics in Unity

(another view, player interacts with breakable sphere)

(another view, player interacts with breakable sphere)