Some of my finest renderings of Torus Knots
(and other objects) created with Blender
I re-modeled my golfball with MoI, a new nurbs-based modeler.
The result is a much more accurate surface, at
the expense of a polygon count that has increased by a factor
of 10. At the screen resolution shown, the difference is not
noticeable, but at print resolution (or in extreme closeup
renders) the difference in the dimple quality becomes
clear.
I rendered this image (in 23 minutes) with SunFlow and used
single-bounce path-tracing, along with focal blur to create an
added depth effect and extra realism. This scene has about 17
million faces.
This object is an inverted quintrino that was constructed with
Blender's bezier curves, then completed with
Wings. The image is an animated gif that shows the original
mesh, and one that has been subdivided twice.
I rendered this image with SunFlow and used ambient occlusion along
with an infinite plane to create a seamless background. It takes on
the appearance of a sea creature.
My latest creation is a photo-realistic Soccer Ball, modeled
entirely with Wings (my first model), and rendered with
Blender. I attempted to create a subtle radiosity effect by
using multiple lights. Note the diffuse lighting on the right
side, and the fact that you can't tell where the shadows begin
or end.
Two Wings3D tutorials are available for this object: one deals with
the modeling, and the other deals with UV texturing using the
powerful autouv feature. Both are available in the Info section.
Here is an exact model of a 'Spalding Top-Flite PLUS' golf ball. It
was modeled and rendered entirely with Blender 1.80a, has 492
dimples, and consists of approximately 61,000 vertices and 83,000
faces. The model is a direct result of my deep interest in
geometrical forms, Blender's incredibly outstanding mesh editing
tools, and my own ingenious technique.
Note the subtle shading on the dimples that are indirectly
illuminated, the soft shadows, and the color bleeding. This is a
result of Blender's radiosity solver. Also note the specular
highlights on the ball. This was done by setting the 'Ref' value to
zero (so as not to disturb the radiosity solution) and increasing
the 'Spec' and 'Hard' values (to provide a phong highlight). This
procedure added highlights that accurately depict the hard plastic
shell of a golf ball.
Now you can view this as a low-poly scene (682 faces) in RealTime.
Click on the window that opens and use the arrow keys on the
keypad. Press the 'Hkey' to toggle the help screen. Available as an
872 KB Windows executable.
This is a model of the time travel device from the TV series
Seven Days (TM & Copyright 1998-2001 by Paramount
Pictures Corporation. All Rights Reserved).
The whole image—from the text to the background—was
created entirely with Blender 1.80a (no post
processing). I've put considerable amounts of time into the
modeling, lighting, and materials. Please note the subtle
noisy/dirty procedural texture on the panels. Also note the
highlights on the bevels of each nurnie.
This is my first attempt at polygon modeling. Since I'm interested
in polyhedra and geodesic domes, I decided to try and make the blue
spherical device, which fascinated me from the very first time that
I saw it. I'm proud of the way this image turned out, and would
appreciate any comments. The grey image to the right was rendered
with Sunflow using plain ambient occlusion.
To the right is my first image created with Blender 1.74a. It's a
standard torus knot made out of a garden hose! Even though this looks like a simple scene, I've
worked very hard on it. The garden hose texture is my own
custom painted image map (with a corresponding bump map, of
course). I made the object itself by extruding a bezier circle
along the path of a nurbs curve. I never know what to put in the background, so I experimented with
Blender's built in cloud and marble functions until I got the
gradient look that I wanted. As with all of my images, no
post-processing was used.
To the left is my second image done completely in Blender1.74a. It
is another type of torus knot, but this time I decided to use outer
space for the background, so I experimented with the marble
function until I got a subtle circular gradient. I think it adds
more depth to the image and makes the knot look less flat. This one
is my personal favorite. Below you will find some more variations
of Torus Knots with different textures applied.