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Mantis
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The head, eyes, body and front legs are SDS objects.
The antennas and mouth pieces are made from rotational NURBS objects, and the small sockets where the antennas
connect to the head are metaballs.
The surface structures on the head and eyes are made with bump maps drawn in GIMP and enhanced
with some procedural VSL bumps.
All colors are generated with procedural VSL materials.
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Wasp (front)
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Body, head and legs are SDS objects.
The head has a bump texture made in GIMP, all colors and other bumps are made with custom VSL shaders.
The hairs were made with an experimental fur plugin.
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Wasp (side)
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The same as above, but viewed from the side.
The wings are NURBS rectangles, with a fade map and bump map made in GIMP.
The leaf is a NURBS rectangle with a photographic leaf texture from Onyx Trees.
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Old Man (front)
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The head was built with SDS.
It has a simple color texture, no bump maps were used.
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Old Man (side)
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The same as above, but viewed from the side.
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Old Man (below)
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The same as above, but viewed from below.
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Matches
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This is my contribution for Christmas 2001.
The matches are SDS objects, the texture uses the Random Scratches shader for simulating
the fibrous structure of the wood.
The flame is a custom VSL shader. For the background I scanned a fir branch,
duplicated it a few times and blurred it in Paintshop Pro.
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Roman Bust
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This is the same old man as above, but this time textured as the bust of a roman man.
The texture is a custom VSL material, based in part on the Oren-Nayar shader by Urs Stutz.
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Globe with matches
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The texture on the globe is a custom VSL material; the form of the continents and mountains is made with a texture from NoirExtreme
The wood textures on the base of the globe and the table are made with DarkTree. The carpet is a texture from ANIMAX.
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Example of displacement mapping in Realsoft3D
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The screw threads and the teeth of the gear wheel as well as the grooves on the cap of the pen
are made with geometric displacement mapping. (The screw in the bottom left shows the original
SDS object which was used as the base for displacement mapping.)
There are two spot lights using smooth shadow mapping
and an aditional fill light without shadows.
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