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igor
06-13-2002, 05:23 PM
OK,

So here's my try at this months challenge.

Few words about process of modeling this:

Base forms themselves are created using l-systems fractal geometry parsing. So, basic forms are created by mutating set of initial rules. When I find the shape that I like, I import that geometry in Max or sometimes Maya and I proceed to add details and secondary geometry layers and textures. (mainly subdivision surfaces)
So, in a way, whole shape is organically evolved first by using l-systems and then by applying design decisions by the artist based on that initial shape.

(this image was done in MAX- reusing some weird looking trees I parsed-out few years back)

see more of "alienology" images (and less compressed version of this image) at:

http://www.flaregroup.com and go to "alienology" section.

Deadlines looming here - but I will upload progress buildup images in a few days.. and maybe another image too.

any comments guys'n'gals?

Igor

ZrO-1
06-13-2002, 11:51 PM
I really like the abstractiveness to this piece. It's almost more like a conveyance of action than compasition. I get the feeling like the view is up into the cannopy of the forrest. Is that right?

dobermunk
06-18-2002, 12:31 PM
I really like this direction, but think the picture hasn't come together yet. Walking the line between surreal / representative and illustrative / graphic. Looking forward to seeing how it progresses.

Are you using Lparser Unix?

igor
06-21-2002, 06:14 PM
Yeah I imagined this as myself being tiny animal on the forest floor looking up into the canopy.

Yeah, I did use L-parser both for Unix and for Winfows.... well, acctually I remember the days using it for DOS as well.
That thing is such fun.

So in this image I did go for more abstract look...
I do not believe that all that there is to CG is photorealism. So I am trying to get some different look to it - but not by just using toon renderers.
Representative look is really what I look for in this image - but I want to to still have distinctive 3d feel.
And, at the end ideally, that should be so when animated too.
IMO it has much more to do with lighting and color combinations than with cel shading.

But I do agree that it is very fine line one has to walk to achieve good result.

Iggy

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