punqtured #014 Dinner's Served!

Experiment #014 - Dinner's Served! from Casper Niebe on Vimeo.

Practicing with meshes to get close to "real life" objects. It's really not as easy as it may seem. However, I'm actually really fond of the fork in this one.

punqtured #013 Satelite dish

Experiment #013 from Casper Niebe on Vimeo.

A mesh that is a bit more interesting than my previous ones. It's a combination of various very basic meshes, combine-repeaters and some other stuff. It's created only by using a ball (cube->smooth->smooth), a bar (cube->scale_axis) and the dish. Each of those are then used in various modified instances, to create the complete satelite dish.

punqtured #012 Pipe with joints

Experiment #012 - Pipe with joints from Casper Niebe on Vimeo.

A pipe-mesh, that has joints evenly distributed across the pipe's length. Think perhaps it would be cool if we could somehow get a stream of particles running through it. Various pipe-models could be created. T-sections, turns, Y-splitters etc. It could also be used as decoration for a scene.

punqtured #011 - extended Learning to combine effects

Experiment #011 - Combination with particles from Casper Niebe on Vimeo.

Not really for any use in particular, but an experiement to familiarize in combining effects. We'll probably need it once we get to the actual assembly of parts and stuff.

revival #008 Particle Engine

Experiment #008 from Ralph Brorsen on Vimeo.

Planned usage - well ... it's particles ;)

punqtured #011 A scene centerpiece of some sort

Experiment #008 from Casper Niebe on Vimeo.

This is actually my first real attempt at creating a mesh, that could "carry" a scene. The idea is to have an effect going on at the center podium or something. The moving and stuff is WAY too exaggerated. I'm still no math-wizkid ;-)
My experiment #010 is on it's way. It's some kind of centerpiece as well, but I decided to leave it for the time being. This one's cooler too though, but I'll definately upload #010 as well as soon as I have an hour to spare.

punqtured #009 Cave
This was an attempt to create a kind of cave with drypsten (sorry, Andreas, don't have time to look it up) - I utterly failed. But the idea is cool enough, I think - it's the skillz that suck ;-)

punqtured #008 DNA string

Experiment #008 from Casper Niebe on Vimeo.

This could be used for DNA-strings, ladders, rails for trains/rollercoasters or simply some arbitrary eye-candy somewhere someplace.

luckystar #008 playing with radial blur II

luckystar experiment #008 from lucky on Vimeo.

Coulb be used in our water scene when looking from the seabad up. Tried to put ralph's texture from experiemnt #001 on the mesh, didn't work...

luckystar #007 playing with radial blur I

luckystar experiment #007 from lucky on Vimeo.

o
we could use this for 'star' effects....

luckystar #006 radial blur

luckystar experiment #006 from lucky on Vimeo.

could be used for the FNUQUE letters. We could let tehm fly in and then crash them on a plate. Looks probably cool with radial blur.

punqtured #006 Anchor mesh

Experiment #006 from Casper Niebe on Vimeo.

Fooling around with the mesh-generator. Testing out the new combine-feature.

punqtured #005 Chain revisited

Experiment #005 from Casper Niebe on Vimeo.

Could be used for displaying greetings or credits. Having metal plates connected with chains as they pass by is just one posibility.

revival #007 Mesh features

Ralph Experiment #007 from Ralph Brorsen on Vimeo.

Planned usage

luckystar #005 Seabed?

luckystar experiment #005 from lucky on Vimeo.

Not sure if it is worth to call this an experiment, however, me may us it in our underwater scene which seems to be a integral part in our next prod? Why aren't the extruded faces moving but stuttering?

luckystar #004 - improved looks more like water now...

luckystar experiment #004 - improved from lucky on Vimeo.

Improved water effect. We may use it with Casper's underwater chains?

punqtured #004 Underwater chain

Experiment #004 from Casper Niebe on Vimeo.

The idea was to create a chain. There are a couple of things needed to improve it. Texture is definately one of them. Secondly, I'd like for the joints to rotate more naturally to create a more realistic, bending chain. Thirdly, something could be attached to the bottom of the chain. Could be an anchor, a morning star or some form of bazier/lightsource (that would be cool to have an overhead lightsource dangling back and forth in a scene, I think ;-)

luckystar #004 Water?

Untitled from lucky on Vimeo.

Tried to simulate some water. There are many thing to improve this, first of all adjusting the normals according to the vertical direction of the waves. Because this is not done, the lightning and the whole scene looks not good... etc. etc.

luckystar #002 Fnuque letters

luckystar experiment #002 from lucky on Vimeo.

Well, it looks very crappy but I think I can still learn from it when I am able to talk to Ralph in person about the problems I experienced. Futhermore, the INTRUDER (or myu new computer) seems to have problems with those *big* meshes...

punqtured #003 - 2 Experiments with for-loop and mesh generator

Experiment #003 from Casper Niebe on Vimeo.

Again - it may not be very useful, but it was definately fun to create and - to be honest - quite amusing as I tried to make the little cute bastard move ;-)

punqtured #003 - 1 Experiments with for-loop and mesh generator

Experiment #003 from Casper Niebe on Vimeo.

Perhaps not that useful. However, served as a great way of getting familiar with the for-loop feature. If anything can be used, it's probably the rotation/translation references from the for-loop variable

revival #004 New feedback-feature for Intruder

Experiment #004 from Ralph Brorsen on Vimeo.

Planned usage

luckystar #003 Experiment 3

experiment #003 from lucky on Vimeo.

Inspired by this starting @ 1:00 I tried to do such a blincking/coloured floor. Needs some more attention ;-)

luckystar #001 Experiment 1

experiment #001 from lucky on Vimeo.

Inspired by this I tried to do the same without sucess yet. Can be improved in many ways and I believe that we can use this first sketch to do something similar.

revival puntqured #002 - revisited Texturemapping on 3D meshes

Experiment #002 - revisited from Casper Niebe on Vimeo.

After upload of punqtured #002, revival did a serious overhaul of the experiment, creating a really cool paint-splattering-texture-like effect. Second video shows that.

punqtured #002 2D texturelookup for 3D object

Experiment #002 from Casper Niebe on Vimeo.

Needs some serious tweaking before it works. However, it maps somewhat nicely on most objects unless there's too many and too long extrusions. The appearance seems to benefit from rather low detail in the texture. Too fine details makes the object appear chaotic or even mapped with tv-noise :-)

punqtured #001 Moving background Noise

Untitled from Casper Niebe on Vimeo.

Planned for use as background or to be blended with other stuff as background. Might work as some kind of water-like texture as well. The "effect" works best when camera is so close, that you can't really see that it's two spheres, but just see the texture animating

revival #003 Experiment 3

Experiment #003 from Ralph Brorsen on Vimeo.

Planned usage

revival #002 Experiment 2

Experiment #002 from Ralph Brorsen on Vimeo.

Planned usage

revival #001 Experiment 1

Experiment #001 from Ralph Brorsen on Vimeo.

Pending...