These two images show one of our goblins superimposed on a photograph from Goblin Valley. The geometry of the goblin was generated from a block of voxels using a spheroidal weathering algorithm. Original photograph in the background used courtesy of Leping Zha, www.lepingzha.com. (Algorithm: Matthew Beardall, Texture and Animation: Cory Rheimschussel).
Friday, April 13, 2007
Goblin, version 5
These two images show one of our goblins superimposed on a photograph from Goblin Valley. The geometry of the goblin was generated from a block of voxels using a spheroidal weathering algorithm. Original photograph in the background used courtesy of Leping Zha, www.lepingzha.com. (Algorithm: Matthew Beardall, Texture and Animation: Cory Rheimschussel).
Tuesday, April 3, 2007
Goblin, version 4
Our goblins have come a long way since January. We use the same basic erosion simulation, but we've got better back-end processing. The back-end processing smooths the surface, otherwise we get lego-like shapes (as seen below). In this version, we are using marching cubes to extract the 0.5 isosurface (0.5 measures the degree of decimation of the volume). We do some more smoothing in Maya and then apply two textures. One texture for the top and one for the bottom. Cory Rheimschussel did all Maya magic and these two textures. Darius Ouderkirk implemented marching cubes.
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