This is the famous guy from RoboCop. He was one of the first things I modeled years ago when I needed something to practice on. When modeling was done I just moved on the next thing, not making any textures for him. Later on after I learned texturing, I have been working on ED on and off. It has been a long time with many long breaks but finally the guy is done. Ah, those sweet gorgeous legs of his
This is the Hatay tank from the excellent movie Indiana Jones and The Last Crusade. I have always liked its design because it’s so different. And slow. And noisy. And big and heavy. It’s a beautiful piece of engineering.
The tank in the movie was built from scratch based on one of the first tank designs, the Mark 8 used in World War 1.
Usually I don’t waste my time on anything related to the military but this is an exception. I like the design of the tank and the movie too much.
Things got a little bit out of hand with the textures so this whole thing is 391MB. Background and wood textures are from ImageAfter, the rest are created in Gimp.
Here is another one of those abstract wallpapers. They sure are fun to create. It doesn’t really mean anything, I just made it up as I went. There were supposed to be hairs inside the flower things but after a test render they looked more like needles or cactus thorns. Unexpected and bizarre but I liked it so I left it like that. It’s not supposed to make sense anyway
The green-pink atmosphere is achieved by having LuxRender scatter colors unevenly. Green is scattered backwards, and red + blue (=pink) scattered forward. All blobs actually emit the same one colored light. Check the flower to the far left. The emitting blob is hidden so most light is moving away from the camera. The light scatters and since it has to scatter backwards to reach the camera, that makes that flower’s surrounding green. If the camera was on the other side of that flower, and rotated towards it, the light would have a pink scatter since it would scatter forward (same direction as it is traveling). You can see this on the second flower. Some light is scattering forward towards the camera and that makes the scatter pink. It also has some green because some light is also scattering backwards (the light that’s moving away from the camera further into the scene). Some space is left clear on purpose for the icons. A full resolution png is included with the .blend file.
This was made for the Organic competition in the LuxRender forums. The entries had to be … well, organic, but also something new which doesn’t exist. The idea of a flower letting go of its spores came pretty quickly.
It puts some new features of LuxRender 1.3 to use, such as instanced area lights for the emitting parts of the spores. It also uses the new heterogeneous volume to create the background clouds. Heterogeneous volumes are nasty to render but they sure are beautiful. In this one it covers the entire image, and the render also has a homogeneous volume for the sun rays, so this one will have some longer render times.
This here is Bastet, the Goddess of Protection in ancient Egypt. The famous cat symbol in Egypt refers to this woman. She was also the daughter of Ra, the sun god.
This was made for the ‘Math is beautiful / abstract wallpaper’ competition in the LuxRender forums. All materials are procedural (created using mathematical formulas) that are available in LuxRender.
I made this one to learn sculpting, as well as to learn the new dynamic topology sculpting thing in Blender. And I must say I am very impressed by dynamic topology. Most awesome work Blender dev’s! Also, I found the dragon to be a very fantastic creature.
One less known but very very cool feature of LuxRender is the ability to use measured data from real materials. In the example below the color of the water was not selected from a color swatch. Instead a text file with data measured from actual water was used. You simply tell LuxRender to use that instead and Lux takes care of the rest.
The purpose of this was to create something simple and quick, to get away from the long-term projects. It shows how to set up liquids inside a transparent object in LuxRender. These require a little work, but once you start “following” the light ray as it is traveling through each volume in turn it’s actually very easy to set up.
This was made for the LuxRender 1.0 splash screen competition. The idea was an fictional ultimate book about physically based and unbiased rendering. This book would be supported by LuxRender shown as book supports. Books about other older rendering techniques are obsolete and history.
It didn’t win but it got used for ver 1.2 instead.