Let's start with a simple color blind test. Unless you are color blind, you should see 58 upper left , 18 upper right , E lower left and 17 lower right. Is this dress "white and gold" or "blue and black"? Millions of people voted at buzzfeed. Actually, what you might see as white is actually blue. Cover everything else and look at just a small part without any surrounding colors.
You'll see it's blue. Also known as Adelson's checker shadow illusion published by Edward H. Adelson depicts something hard to believe. Square marked B looks considerably lighter than square A, due to the "shadow" being cast upon it. However, color on both squares is precisely the same shade of grey. All grey rectangles are of equal luminance, although the ones in the dark stripes appear brighter than the ones in the bright stripes. Use any color picker, graphic program or simply cover the remainder with your hand to see for yourself.
Step 1: Gathering Materials and Creating a Pattern
Surface color of both A and B parts is identical. Just use a finger to cover the place where both parts meet and you'll see. Yellow Dog vs Blue Dog - both of them have the same color. The upper chess set is black and the bottom set is black, right? Julian MacDonald email. Inspired by M C Escher's 'Reptiles', this is meant to be an image of a painting 'spawning' frogs - while the artist disappears for a cup of coffee, the frogs come out and play! Too much here to go into depth about everything. The 'painting' itself I created from an AoI render of the frog from the top with one ambient light to give a flat, simplistic image of the frog.
This I then copied and pasted into the pattern in Paintshop Pro and made a texture from the resulting image and applied to a spline sheet. My favourite bits are the paintbox and jar on which I spent a reasonable amount of time rendering. The frog itself may look familar - it's a re-textured version of the blue poison arrow frog.
Once, after many attempts to create a flower bud, I finally stumbled upon a shape that seemed nice. The next logical step was a vase. This launched a series of flower-and-vase scenes of which the presented here picture is the most complex one. I believe that this variation is the sixth or so.
Speaking in terms of AoI scenes, there have been ten not counting the minor ones separate scenes or so. After rendering they were united in a raster image processing application.
The flower bud is not a hand-made mesh but a tricky displacement installation. I still wish I could lift the bridge higher up; it would look prettier that way. But I was not skillful enough to do so. Well, let it remind me of my own imperfection. It is not at all conspicuous. I used a script to create the hairs on the feather.
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I used a lot of lathing in this scene too. I also used Peter's thicken script to give volume to several of the objects. The pattern on the copper part of the lamp was done with a black and white image as the source for transparency. To get the grainy effect, I used a point light where the flame is and turned on soft shadows. Then I simply rendered with a low number for the antialiasing.
Shadowdancer :: ererloulethea.ga
I was going for a dark cherry finish on the desk. Then, after I completed an inital render, I realized that the whole thing was a sort of visual metaphor for the job I was about to quit. The seagulls were created using the Sculpt script, the ocean is a large cube, and the landscape started out as a spline mesh. Basic frog model was created in Wings3D, exported into AoI as an OBJ, converted to an approximating subdivision surface and further tweaked in the mesh editor.
A fairly complex procedural 3D texture was created and applied. The stone in the foreground is a sphere converted to a triangle mesh, the points of which were randomised and tweaked and a true displacement image map was applied for the cracks. The background is a cube image-mapped with a landscape scene I created earlier in AoI.
Depth of field is applied to focus the view on the frog.
The penguins were modelled using the triangle mesh editor with textures mapped per vertex. The foreground mountains and the snow were triangle meshes, the latter mapped with true displacement mapping. Icicles started life as cone primitives but were converted to triangle meshes and the points randomised.
On the face of it, a simple scene. Underneath, it's a bit more complicated: the apples are triangle meshes derived from spheres and are textured with a 2D procedural texture.
The apple with a bite out of it had a layered texture consisting of the same apple texture used for the other apples and another 3D procedure texture representing the apple flesh. The bowl is a simple lathed object; the striped distortions were created purely through a procedural bump map. The tabletop is simply a cube; the coloured tiles are another fairly complex procedural texture. My first AoI render, but I spent a lot of time on it.
- Step 1: Gathering Materials and Creating a Pattern.
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The skull is an imported obj file that I got off the internet, but the rest is by me. Lots of interesting textures. Did cloth by randomizing points on a mesh and then stretching it out mostly in one direction.
I've recently made some improvements with the grape textures and material and added a grape stem made with Forester. The leash was made by extruding a rectangle along a curve with several rotations. The wood is a layered texture. Used a large contrast in lighting for the sunlight from the window versus the room lighting. Nice 3D procedural texture on the leash. Used a script to make the hairs in the brush.