Glow Effect


Scott The Making of Labyrinthine in 3DS Max

3d illustration Labyrinthine stages shown from 3DS Max

Labyrinthine.wmv (600×400, 1.5MB, WMV9 video)

Now:

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.

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Scott Labyrinthine

Labyrinthine twisting light hatching in 3d

Now:

While I feel less than happy with many of my previous images, this one still pleases me. Probably my favorite aspect is the texturing, achieved almost entirely by lighting rather than traditional texture mapping.

Lighting (and texturing) is something I’ve traditionally struggled with, and it may not be perfect but the lighting here did accomplish much of what I wanted it to do; flaws are more in the realm of design than technique. Anyway, don’t you just love the contrast from shadow to highlights, and the soft bloom those highlights give off? I do.

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Scott Hot Line

Hot Line 3d image of live wire with dark scratching

Now:

The bad is easily the texture on the circuit tracing shapes and the dark beveling that doesn’t look right.

The good is the fairly intense glow and light vs. dark values, plus the sort of shiny scratches among the dark areas. Almost as if old copper was being scratched to reveal fresh-bright redness underneath.

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Scott Shackles

Shackles dark 3d rendering image

Now:

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.

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Scott Vortex

Vortex Energy Tunnel Rendered 3d

Now:

My favorite aspect of this piece must be the funky greenish texture of the walls, everwhere the circuit traces are not etched. It’s both blockish and nicely grungy and tarnished, like metal with some sort of fungus growing on it. If only I had come up with textures as inventive for the rest of the materials, this might have more appeal overall.

After Hallway, this is the second in what is essentially a series of mine in “corridors”. I guess I just enjoy the long perspective shots (or have compositional stutters).

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Scott Highway

Highway science fiction 3d rendering

Now:

I think that when I was composing this piece, I had some (vague, at least) idea of the composition I was seeking. That drove me to produce it.

The unfortunate part is that I had no idea what to use when filling in those compositional elements. Something dark in this lower corner of the image? An amorphous blob. Color? Er, yes! To bad they’re all over the place (in every sense of the word). Value? That means something in a visual design sense?

Ah, strangely it feels sort of good to MST3K my own work. Perhaps I’ve moved on from this level, though it might be hard to tell since I’ve also moved away from making 3d images, primarily due to time constraints. If I had the time, and could remember what Tom Servo’s profile looked like, I’d add an MST3K silhouette mouseover to this image.

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Scott Time Wisp

Time Wisp

Now:

For me this was a landmark piece in several ways. It marked the first time I combined a 3d rendered image with processing and effects in a 2d raster image application (in this case Corel Photo-Paint, probably version six or eight).

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