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December 6, 2012
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Spatial Curve Monument by LuxXeon Spatial Curve Monument by LuxXeon
Modeled in 3dsmax, rendered in Octane render.

Parametric "box-fitting" on spatial curve functions, using Maxscript, to create a structural sculpture. Everything done with 3dsmax, then exported to Octane for rendering. The grass is hair/fur modifier, trees are part of the AEC Extended foliage, woman is BWoman001 character, rigged with CAT system, and posed by me to add sense of scale to scene. The environment, honestly, is just something kit-bashed together to present the sculpture.
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:iconthestarcitizen:
TheStarCitizen Featured By Owner Mar 14, 2013  Hobbyist Interface Designer
epic! :)
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:iconabedbaayoun:
AbedBaayoun Featured By Owner Dec 11, 2012  Professional Artist
love the array of boxes, did you create the script or did you use something like parametric array.
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:iconluxxeon:
LuxXeon Featured By Owner Dec 11, 2012  Professional Digital Artist
Thank you. I love working with parametric, generative structures, and coming up with unique shapes that may or may not work for practical purpose, but at least look interesting. This structure was done with the standard array tool, in combination with a little script I wrote to map objects to spatial curves. I suppose you could do the same thing with ParaArray, and probably more. I'm sure there's many ways to approach this kind of thing. There's also Ian Clemmer's Superflow script, which can transform objects along a rose curve. That would work well for something like this too.
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:iconkobaltkween:
kobaltkween Featured By Owner Dec 7, 2012  Professional Digital Artist
I can't say why, but I really like this shape. I think the grass worked very well at this scale and focal blurring.
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:iconluxxeon:
LuxXeon Featured By Owner Dec 7, 2012  Professional Digital Artist
Thanks. I kind of like the way the grass turned out here, but I got lazy and didn't put much effort into the trees, which turned out a bit low poly and crappy.
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:iconkobaltkween:
kobaltkween Featured By Owner Dec 7, 2012  Professional Digital Artist
Trees are hard. All plants are, actually. I don't find strand grass works unless it's kind of blurred and distant, like here. Otherwise, it's obvious it's not the blades it should be. Even in Vue, most trees look unreal because the leaves defy gravity. Which isn't to say those limitations keep a render from looking _good_. It's just easier to make a person who looks like a photo than a tree.

I think the trees here work for what you wanted them to do.
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:iconluxxeon:
LuxXeon Featured By Owner Dec 8, 2012  Professional Digital Artist
Thank you for that. I agree, even in programs geared toward nature, grass and trees are very difficult to get looking real. This guy makes some of the most realistic I've ever seen:
Peter Guthrie. Check out that first image. I thought that was a reference photo at first, but it's the resulting render based on his tutorial. Amazing. I didn't use that technique here, but I'm thinking about trying something similar in Octane. Not sure it will support the export of proxies he uses though.
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:iconfraczky:
FracZky Featured By Owner Dec 6, 2012  Hobbyist General Artist
If it was'nt for the trees... I would totally think it was a Photo. Tree's doesn't do it justice...
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:iconluxxeon:
LuxXeon Featured By Owner Dec 6, 2012  Professional Digital Artist
Thanks for commenting. I agree with your crit. The trees suck. I just used the low poly trees that come with Max as primitive AEC objects. I added my own textures and materials, but it isn't enough to help them. I should have put more effort in that aspect, but got a little lazy towards the end of the project.
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:iconfraczky:
FracZky Featured By Owner Dec 8, 2012  Hobbyist General Artist
Cool anyway... the rest works hundred!
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