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a promissory glob

exciting as charrette may be, even us dedicated students need a break (<---sarcasm has been inserted for your delight). (of course, it's not clear to me or anyone else whether i'm being sarcastic about dedication or about breaks.) (or whether it's grammatically permissible to have a series of sentences largely composed of parenthetical asides.) we won't worry about that. the point of the break idea was to say that i've been playing with some more sculptural 3d modeling software--autodesk's recently-acquired mudbox. of course "recently acquired by autodesk" describes about two thirds of high-end software even vaguely pertinent to my profession. but i'm not complaining! they do produce excellent products. in any case, i've been trying out mudbox and it's kind of creepy how much fun it's been. after modeling, i tried rendering it (below left) as a highly subdivided poly and (below right) as a texture-baked displacement map (see map below the two).
each of the first two images is through an ambient occlusion rendering and was much grainier at higher resolution(s). the bottom one is with standard materials and some interesting lighting; i think it was probably the most successful so far. texture-baking was new to me, though, so we'll have to see what develops.
charrette is upon me and i cower in a corner like a small cat having escaped the raging torrents of the mississippi only to notice that i left my (cat) brother in the river and must return to rescue him should i wish to keep my (catlike) pride. yes, it's rather like that, i think.

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