Digital sketch from poster reference of Nine Inch Nails frontman Trent Reznor’s face.
Labyrinthine.wmv (600×400, 1.5MB, WMV9 video)
It feels like it’s been too long since I’ve been able to work on a 3d piece. One of the last chances I had I was able to produce this, which suffers somewhat from a shortened time allotment but did give me a chance to work on moody lighting.
Here’s a dark one, and I’m not just talking about theme. The thing I remember most about making this image is that it was the reason I began to think about monitor calibration.
This was probably around the time I started working the graveyard shift for a part-time job, and I hung up towels and blankets over the blinds in my room to block out as much light from the windows as possible. Having created, for the first time, a truly dark environment for myself (really just to be able to sleep when I got home in the morning), it started having an effect on the way I used my computer.
The modeling has its problems, but what bugs me most is the lighting on this piece. The sky is pretty great, but the guillotine itself is rather poorly lit. Hindsight, I suppose.
Webs painted behind my eyes
Sleep is forsaken
Devils dance behind my eyes
Skin draws tighter
Take another shot
Still they refuse to die
Cackling and taunting
I grow weary of fighting
Smoke rises behind my eyes
Dark haze with no escape
Demons grin behind my eyes
Intent on my suffering
I can still enjoy this piece as a 3d doodle. The simplicity and reasonable textures feel more forgivable than some of my overworked and under-designed 3d images. A part of me, seeing this again, wants to develop more simple, iconic 3d images and achieve better results on such a low level of complexity, before attempting more involved scenes again.
A very simple piece, this is probably the most basic modeling I’ve used in a rendering. It might have been fine, but the materials and lighting don’t feel like they do enough to add significant interest to the basic modelig setup.
On the other hand, I think I still enjoy long perspective shots. This was made before I had experience using depth of field, and it might have been nice to see some of that employed here; I have to admit I have a soft spot for distance and compositions that pull the viewer into the frame with great depth.