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homeSome of my own scratchingsStuart Cupit

Here are just a few of the pictures I've doodled over the years. Newest stuff at the top. Click on a thumbnail to see a larger version. If your browser resizes the picture to fit in the window try making the window bigger or turning it off, the poor re sampling ruins the pictures:)

Meme Virus - . An electron microscope view of the infective agent or carrier organism, involved in the spread of viral ideas. Postulated but until now never proven to exist. fall off maps, noise, glow, depth of field, still from an HD stereoscopic animation.
3DSMax10, Vray

Recursive Mirror - experiment to write a recursive script in Max to position spheres. Inspired by a very early CG rendering i saw which I always wanted to recreate.
3DSMax10, Vray

Neural Net - Still from a HD stereoscopic animation showing an undulating network of linked cells. Nice medical like electron microscope fall off effect. Great sense of stereoscopic depth.
3DSMax8








 






 

 

KAP rig - Project to develop an automated Kite Aerial Photography rig. Modeled in 3DSMax, with 4 independently moveable stages, positions for attaching the camera and servos. Printed out at www.thinglab.co.uk using a 3DSystems Invision XT printer. 4 Servos allow the shutter to be pressed and to point the camera in any direction. Servos follow a pre-recorded set of moves recorded with a www.milinst.com wizard board.

A picavet cross on top allows the camera rig to self level and prevents it twisting. A geared mechanism reduces the speed of one of the servos to allow the rig to be rotated. The gears are printed in place and once support material is removed just work with no assembly. A ~0.1mm gap between the cogs allows them to be moved separately.

The whole rig is attached to a Sutton Flowform 16 kite using a pair wire hangups on 200m of cord. needs a reasonable 25mph wind to get the 1kg rig into the air.

Some pictures of the second flight (the first one took 50 blurred pictures) flying over Hamstead Heath, looking south across London. Gets some really intresting looks from spectators.

 














PhotoSworl - real objects spun through time. Photos made by taking thousands of pictures of a slowly rotating object, cropping the same single line from each photo then stacking them on top of each other. The finished pictures look real, with shadows and organic detail, yet improbably thin and distorted.

Developed over several weeks, I built a gear system from lego to step down a motor by ~100:1 to get the turn table rotating slowly enough. Used a laptop to take time lapse pictures of the objects on the turn table, one every 5 seconds. Had to build an external power supply for a Cannon 400D, an elastic tension system for the turntable to prevent judder. had to use a large and hot red head light to get enough light on the scene to allow a low ISO (low noise) picture with a fast enough shutter speed to photo the continually moving object without blur. Had to commondere the bathroom for a week to get a sealed room and prevent external light varying the exposure on successive photos.

Tried several different objects, flowers work really well (but wilt after an hour under the lights), fruit and a piece of quartz.

Used Imagemagik and a powershell script to crop all ~4000 images and stack the single lines into the finished image.

 

 

 






Bonebush - solid fractal art, 3D print of a Xenodream fractal. Exported from Xenodream using the highest possible detail settings. Prepared for printing and decimated to a reasonable (~3million poly's) detail using Materialize Magics. This involved making it into a watertight mesh, filling all holes, removing spikes and self intersecting poly's. Printed on a 3Dsystems Invision XT printer at www.thinglab.co.uk, it uses a UV cure polymer (plastic), this small one took about 7 hours to print. fantastic detail looks really beautiful.

Crystal Growth2 - same crystals as below, grow dozens, add dynamics an let them settle on to a plane, rendered with volumetric fog and soft lighting to create great atmospheric haze.
Max8, Brazil.

Crystal Growth - crystal like structures grown with particle and metaspheres. Spotted a posting on CGTalk discussing this method and so gave it a go. The particle system emits metaparticles to create the underlying structure, this skin is then optomised heavily to get the faceted look of crystal. Great potential, the crystals can grow from an object, even the inside of geods. Dispersion on the refraction prismaticly splits the light adding to the realism.
Max8, Brazil.

Meta Torus - abstract sculpture, interlocking toruses sliced through to reveal inner gold bands. nice HDIR burn on some of the lighting.
Max8, Brazil.

Boxie - messing around with powernurbs, random scatterings of boxes filited together.
Max8

Pollen - some renders of sculptural objects, nice realistic lighting.
3DSMax8, Brazil.

Inition Ident - few frames form a stereoscopic indent, nice effect by staggering the animated letters, creates a kind of flowing geometry effect.
3DSMax8








Flames - Doodling's with fractal flame program Apophsys. Can create some fantastic structures, great way to waist many hours fiddling with the parameters.

Montage - Photo Mosaics using AndreaMosaic

Botox - still from an autostereoscopic animation shown on a Philips 3D WOW screen. the Botox molecule was exported from dsviewer as .vrml then touched up in max.
3DSMax6

Spherical - reflections from the inside of a sphere. camera, two small spheres and a light placed inside a reflective bumpmaped sphere, allowed a reflection depth of about 8.
3DSMax6

Differential - another complex object to test the 3D printer, a working differential gearbox, added some wheels and an elastic band winder so it can drive itself. The gears printed and worked first time with no assembly required.
3DSMax6, www.3dmodelprinting.com

Pollen - trying to create a shape to show off the capabilities of the Invision SR 3D printer, kind of like a pollen grain with one shape inside another, the inner one is free to move around, almost impossible to make in any other way.
3DSMax6, www.3dmodelprinting.com

Marball - primary marballs took so long to render it never finished the high res version. put a scattering of little bubbles/ imperfections inside the marballs.
3DSMax6, Brazil

Archieline - A forest of snow covered squiggles. Started life as somthing completely different but quickly mutated into this idea. the squiggles are drawn freehand with a wacom tablet then imported into max as splines, lofted and rendered with lots of global illumination. Brazil does a great job of soft shadows and GI, another long render, distributed took 15 3Ghz PC's 24 hours.
3DSMax6, Brazil

DNA logo - Shows how inition is embeded in the very DNA of 3D graphics, or somthing like that. Kind of a strand of DNA made from logos and bits of logo, doing some inition themed artwork for the walls. Distributed render took 15 3Ghz PC's 24 hours to render
3DSMax6, Brazil

Boolean - Messing around with power Boolean for max, nice vertex colour's on the original cube gave that colour cube look.
3DSMax6,

Sicily dive - A very hot day in Sicily, montage of 7 photos, the camera could only do 5 at a time to this is two different dives put together luckily the diver was able to repeat the performance perfectly :)
Photoshop 7

Ambience - stills from a high def animation. The idea was to provide ambient floaty graphics as a backdrop to a wedding reception, loads of depth of field and white fog gave it a dreamy quality.
3DSMax6, Brazil

Out of Place - A photo tells a thousand lies, 3D object composited into a picture, took a panorama for the environment map to get the reflections right, little bit of reflection to get that wet floor look, careful feathering of edges and addition of a bit of noise to help blend the images together.
3DSMax5, Photoshop

Transmisive - messing around with glass material and caustics and global illumination and snails.
3DSMax5, Brazil

EtherFishEye - Great atmospherics, light you could reach out and touch. Re working of an old theme, thousands of boxes, array 25 point lights, volume light, creates some weird effects. Using Brazils single frame distributed rendering feature, 10 2.8Ghz P4 PCs for 24 hours. (yep that's 240 hours of computer time for one frame! or ~864,000,000,000,000 sums, longest yet)
3DSMax5, Brazil

Hand scratching's - Got to mess around with a Wacom tablet, just to remind myself what its like to try and draw something by hand. Good fun, it takes a while but to get use to the pen and pressure settings but you can get some groove effects.
Painter8

ClayPipePot -kind of an Escher ish plant, etched glass material with sub surface scatter to get that translucent glass look
3DSMax5, Claystudio, Brazil

Bitlab - Who said spinning logos were dead! Opening logo sequence for a new lab at Brunel University. Stills from a stereo animation, nice channel 4 style coming together of the pieces, global illuminationadds a bit of depth, soft shadows.
3DSMax5

Heleblow - Bullet time effect, the explosion is frozen and the camera spins around the expanding cloud of debris. Great fire effects using Afterburner plugin, managed to get the fragments of debris to emit particles while they spin and fall away, creating spiraling flame and smoke trails through the air. Had to write a script to set off 400 renders from a circle of camera positions all on the same frame of the animation to get the frozen time effect. Added distributed rendering to the script. Stills from a stereo animation. 30mins/frame 2.6Ghz P4
3DSMax5, Afterburner

Corpusle - Best looking falloff effect yet gets that microscope look, nice blue hint to the backlighting, good depth of field (even if it takes 20min/frame 2.6Ghz P4). Little bits of white fluff flowing along with the blood cells gives impression of being immersed in liquid. Stills from a stereo animation.
3DSMax5
Caustics2 - Reworking of earlier rings, using Brazil render plugin. 12hours 2.6Ghz P4
3DSMax5, Brazil

Pottip - Part of an animated sequence visualising a room being flooded with water. A huge tank of water slowly tips over splashing into the camera. Used Realflow to model the water, nice refractions and motion blur. takes 30hours to calculate the water solution and meshes. 2.6Ghz P4
3DSMax5, Realflow, Finaltoon

Crane - Model of a crane grab, nice technical illustration feel with the toon lines.
3DSMax5, Finaltoon
Caustics - Messing around with caustics, uses max's light tracer and reactor dynamics to pile the rings up. Takes a bit too long to render on a PII300
3DSMax5

A few Panoramas, these were hand stitched by feathering the edges and aligning by eye.
Photoshop7


Composites, multiple pictures taken, ether still or tracking the subject, then blend the different frames together in photoshop, with clone brush or erasing layers or feathering layers together. good for capturing action with a still pic.
Photoshop7

Fake bungee - See the making of pic for the separate components of the picture. Inspired by fakes they were selling at the top of the tower, shouldn't have shot us against grass, the individual blades made it tough to get a clean outline, but it was worth it for the looks we were getting while posing for the shot. Rendered the bungee and leg strap in 3D. Added subtle motion blur round the edge for movement.
Photoshop7, 3DSMax5.

Cryogenic distillation and electrolysis - Stills form a 10min stereo animation following the life of a radioactive molecule through a sequence of industrial processes.
3DSMax5
Remains - Inspired by a pic i saw in a magazine, nice spooky feel
3DSMax4

Amersham - Stills from a 3D stereo animation of proposed new site developments. Huge model, frames take between 2 and 10 minutes to render, took a week to render whole movie left and right eye with network of 10 x P5,2Ghz
3DSMax3/4

Mixed media - A mix of toon outlines and rendered shaded fill with glow on top, experiments with mixing different renders in the same scene.
3DSMax4 and illustrate
Three peeks 3 - Revisiting a theme from earlier. This one's better but still can't get it quite right. Nice clouds, bit of depth to them. Still took 12 hours on a dual PIII 866
Terragen
Buzzed - Photo of some toadstools processed with Buzz, psychedelic.
Buzz
Ether - Great atmospherics, you can almost touch the light in the air. Nice soft shadows. 4x4x4 array of omni lights all set to very dim yellow and shadow maps turned on. One of the lights has a volume light to create the smog. All the buildings are white, don't know how max comes up with all the colours. But it works.
3DSMax4
Ambient Flock - Real-time OpenGl animation of Flocking, boids react to each other and the chase boids, leaving trails which get blown around by the wind. blend to soften the trails. really needs to be seen moving, For more info see the programming section. Download from here.
OpenGl
Water Tower - Nice atmosphere, greeble on greeble to create the structure, volume light, lens flare, glow, self illuminating map for the lit windows. As so often happens started off trying to get a water effect then this turned up.
3dsmax3.1
Filled Hand - Liquid pouring into a hand. Used real flow to calculate the liquid, took about 100 hours on a dual 850PIII to calculate, liquid interacts with an invisible hand mesh to slowly form the shape of a hand, filling from the fingers upwards. some particles spray out. Still from an animation
3dsmax3.1
Mikrobe - Microscopic particles setting up home and gradually infiltrating. Inspired by a similar rendering in a magazine. Nice falloff material gives that electron microscope feel. Good bumpmap, nice organic tendrils, depth of field blur adds to close up feel.
3dsmax3.1
Soldfooting - Cool trees using Onyxtree imported using Polytrans. Lots of polys. Still from a stereo animation.
3dsmax3.1
Wethole - Nice back light on the water and good water bumpmap, loots of fractal cellular.
3dsmax3.1
Rapel - Inspired by a garden full of spiders but with a modern climbing gear twist. Great rock face. Kinematic bones in the legs made positioning easier. Movie.
3dsmax3.1
Hands - Two photographs taken with hands pointing in different directions then blended together in photoshop using the clone brush, just a little creepy this one
Photoshop.
Claws - Based on a dream (don't know if I should mention it though) never really finished it.
3dsmax3.
Intrusion - Large lumps of crystal intruding from the mountains nice reflections and haze. Used a falloff map to add snow to just the flat bits of the mountains.
3dsmax3.
Repulsion ball - Small gold blobs dropping through a sphere of water, each blob repelling the water around it.
3dsmax3.
BugZoid - One of the more finished pix, nice light, the hairs are just scattered objects. good distance haze and bolder field.
3dsmax3.
Rock - A meteor impacted asteroid. Displace and bump mapped using a 16bit gray .png generated using hf-lab
3dsmax3.
Imbedded - An old rusted X stuck in ice.
3dsmax3.
Three Peeks - Great atmospherics, mountains placed using an imported bitmap hightmap. Bug with the shadows.
Teragen.
Frame from a stereo animation of an aircraft engine.
3dsmax3.
Techno - Just messing around. Nice bit of faint glow on the wire frames. Was used by someone as part of a collage project.
3dsmax3
Fish - Character animation of a belching, farting fish, the smooth organic surface was created using mesh smooth. Frame from a stereo animation. Actually got round to adding a soundtrack to this one. Movie.
3dsmax3
Toon forest - Experiment with a toon renderer. Still from a stereo animation, did most of this on a laptop, bouncing down the road on the way to south of france. Movie.
3dsmax3
Blast - Single frame from an animated explosion. Part of a failed rendering of a 'Bullet time' sequence which used a script to render the explosion mid blast from hundreds of cameras arranged round it. Problem was the volume explosion effect produced a weird scintillation when viewed from different angles. But hey.
3dsmax3
Inplace - Rendering of models created for a project on the F3 Tornado aircraft. Hundreds of objects, thousands of moving parts, merged together using a script to get correct positions. Movie1. Movie2. For more info see.
3dsmax.2.5
Sticks - Leaf stems stuck together and balanced. Based loosely on a similar sculpture I saw somewhere.
3dsmax2.5
Glass Stack - Pile of glass blocks with a freeform deformation.
3dsmax2.5
Exio - Things to do while crossing the pond. Just a loft with some lights and a little reflection.
3dsmax2.5
Glass - 3dsmax2.5 Mesh box with a fractal noise modifier. Nice refractions (~12 hours, 450mzh PII)
3dsmax2.5 Kind of a sliced water version.
3dsmax2.5 Chrome and bomb, variations on a theme.
Dandelion - 3dsmax2.5 Still from an animation sequence. A cloud of dandelion seeds with nano hitch hikers, drifting with the wind.
250k polys per dandelion, the furthest ones are rotoscoped onto billboarded polys to save rendering time.
Gasket2 - 3dsmax2.5 Another attempt at growing a aggregation gasket. C++ algorithm which fed into a max script.
Copper - 3dsmax2.5 Part of an animated, flapping copper sheet.
Light - 3dsmax2.5 Very grunge, kind of urban decay. Greeble on the walls, with volume light shining through some holes, black fog to darken with distance and a reflective lake at the bottom. (Takes over an hour to render)
Greebtube - 3dsmax2. Things to do with the greeble modifier. First use of the multi/sub material. Part of another stereo animation.
Plasma - Fractal spark between two electrodes with loads of glow
3dsmax2
BounceBlob - Part of an animation, particle spray bouncing with metaparticles turned on to give a mercury feel. also a wireframe version.
3dsmax2.
Henge - Started off as one thing and as so often happens, ends up something completely different. Still, nice light.
3dsmax2.
WaterWorld - And all that water with just one poly. Wave noise function applied to the bumpmap slot, with some reflection. Sky is a smoke material.
3dsmax2.
AntenneaOrchid - A mix of nature and nanotech, perhaps normal plants invaded by an geneered virus to act as a vast ground station. The petals are meshes with wave warps and displacement warps on the edges to get the crinkle effect. 130kpolys with a depth of field lens effect to get that close focus feel.
3dsmax2.
Crystal_DNA  - Inspired by 'Door number three'. An experiment in scripting. You cant see it from the thumb so click on the picture. Script used to place 1800 cubes, random jitter, mesh smooth modifier to take the corners off, facet shading, random material then ray traced. 
3dsmax2.
Caterpillar / Perkins Stereo3D diesel engine visualisation - Part of a stereo 3D promotional video cut with live action. Nice transparent visualisation of the piston/fuel burn cycle. Played back from laser disks (early DVD's) Toughest part was getting the engine model from their design package, cads5 i think, into max, then culling 80% of the detail so it would render in a sensible time. Also getting the laser disk players, left and right eye, to start in sync.
3dsmax1.2
Splash - used to create the metareys shape added noise modifier to make it less regular, rendered in 3dsmax2 to get the ray traced reflections. part of a stereo animation.
3dsmax1.2
Fossil - Uses projected caustic texture maps to get the reflection effects.(used a dark light somewhere)
3dsmax2.
Crystal Jumble - Messing around with the raytrace material and a script to place and size the objects.
3DSmax2.
Bryceish - this was to try and render a Bryce like scene in max The mountains are a mesh with a fractal noise modifier, the water is a mesh with several ripple space warps added. 
3dsmax2.
Corrode - uses opacity and specular maps.
3dsmax2.

Watch - Messing around with lens flair and particles.
3smax1.
Fizz - The geometry's emitting particles to simulate a fizzing object.
3dsmax1.
Ribbon - Shape lofted up a spline, noise modifiers added to everything.
3dsmax1.
Wavy - Animation using combustion for the mist and wriggling fleshy tentacles reaching into it. Tentacles animated using an animated wave space warp.
3dsmax1.
Metaring - Animation uses Metareys and coloured lights.
3dsmax1.
Blob - Animated noise on an object.
3dsmax1.
Cogscene - Some old cogs I had lying around.
3dsMax1.
Plant - This was grown using a C aggregation algorithm which exported a POV script.
Rendered using POV.
Rainbow cryst
POV.
Swirl - Uses a loop to place several spheres, nice blood marble texture.
POV.
Hourglass - Forgotten the name of the package, but it was created on an Acorn Archimedes,with one of the first 3D modeling programs.

 

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