Seizmic asked me for a new background for his myspace page (http://www.myspace.com/seizmic), so I came up with this beauty! The background took nearly all day to do, it may look simple but it is way complicated. here is the short explanation, it uses lens distortion, simulated depth of feild and blur rendering pipelines along with multiple rendering layers for each mesh including ambient occlusion and soft shadowing.
http://www.kierantaylor.net/vids/particle_paths.avi
This test uses a particle emitter mesh with Newtonian physics enabled and a bezier curve. The curve was used as a path which the physics particles emitted from the mesh follow along. The particles were set so they do not emit randomly, instead in a tight grouping from selected verts on the mesh, this created the particle beam effect that is going on! cool huh?
Because of the new record label launch, I have decided to make my mp3 tracks I have produced no longer available for download, but you can still listen by using the funky new play button that I have installed!
I will make certian auido files available for download such as mixes and dj sets.
Well you might not know this but me and a few buddies are starting up a record label called Narukami Records http://www.narukamirecords.com/ and I have been kindly asked to produce some artwork for them. Many props to Doug from over at http://www.bluntbeats.com/ for supplying the original design of the dragon for me to work with.
This picture uses a few cool rendering methods in it, such as ambient occlusion, soft shadowing and subsurf scattering. All of these methods used in conjunction create a really nice feel to the final render, but it does take ages for it to compute all the data.
www.kierantaylor.net/vids/fluid_sim_2.avi
This one took absoutly ages to bake and render, but by adding more polys to the fluid it seems to react more like a liquid than the previous attempt. I kept it much more simple this time by having no mesh for the fluid to collide to apart from the domain which acts like container.
www.kierantaylor.net/vids/fluid_sim_1.avi
Simulating water or some other liquid takes ages, total render time about 2 hours including simulation baking. Yeah, well, the scene is some random mesh that I made that interacts with a volume of fluid that is poured on it like a tap. The results are OK but I think that the fluid could have a bit more complexity by having more polys.
www.kierantaylor.net/vids/particle_stream.avi
This short is an experiment exploring the particle animation and physics systems in Blender 3d. It uses a randomised emitter mesh to spawn the particles at slightly varying velocities. No fancy lighting or shading was used in this example, that is still to come in future posts…
www.kierantaylor.net/vids/bone_rig_test.avi
Using a mesh that i had previously made, I had a shot at rigging it with bones so that I could animate it. The figure does a sort of walk, but I am on the right track. A bit more practice and i should be able to get the walk to look more realistic.
Also I have been doing some experimenting with UV unwrapping, texture skinning and ambient occlusion. I should have some really nice results to post up soon…
Not much to say on this picture, as it has been created by most of the same methods that I have used before. On the other hand I will be posting up more new images soon. In the future posts I will be dealing more with UV unwrapping, texture creation and skinning after a tad more practice.
The only real different thing about the mesh is that all the individual faces have been extruded a slight amount giving the whole thing a touch more complexity and detail. Even though it is nearly black, you can see the effect on the highlights and around the edges where the light rays hit.
