Logo by fractalwizz - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit the official fractalforums.com Youtube Channel
 
*
Welcome, Guest. Please login or register. October 14, 2019, 06:50:22 AM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: 1 [2] 3   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: create axolotl fractal - for university....  (Read 2837 times)
0 Members and 1 Guest are viewing this topic.
stereoman
Fractal Lover
**
Posts: 221


« Reply #15 on: October 27, 2012, 08:50:52 PM »

It of course doesn't matter but technically you can start your model without ever having a box. It's poly-for-poly-modelling vs. box-modelling.

This is true, but, as you said is simply a technical option... that donīt exist out of the virtual world.
I mean that box-modelling is based in the natural way of drawing, first you do the boxes, then the bigger areas, and finally, the small ones, a natural fractal process.
But it is impossible to model poly-by-poly if you donīt have a well done drawing as a basis, and, of course, this drawing, must have been done as has been said.
Logged
stereoman
Fractal Lover
**
Posts: 221


« Reply #16 on: October 28, 2012, 07:32:46 PM »

If the head branches were axo's too (and iterated) that would be interesting. Just scale, translate and rotate the mesh.

Youīre right, this is it!
With a bit more work it would be perfect, all the small models should be carefully placed to show his best in a general view, Iīve donde just two iterations, the third would be too small.


* axo-axos.jpg (209.49 KB, 640x480 - viewed 229 times.)
« Last Edit: October 28, 2012, 07:36:10 PM by stereoman » Logged
Alef
Fractal Supremo
*****
Posts: 1174



WWW
« Reply #17 on: October 28, 2012, 07:39:43 PM »

this is my attempt wink who can do a top view using julias ?!?!
   cheesy
It reminds me of movie by mister Been.
Logged

fractal catalisator
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #18 on: October 28, 2012, 08:14:40 PM »

this is getting interesting, although i cant see the shape of the axolotl in the head wink
great and thank you for the effort
Logged

---

divide and conquer - iterate and rule - chaos is No random!
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #19 on: October 28, 2012, 08:23:16 PM »

using it for the legs with just 2 iterations would make them look really good
combined with the fractal background a wonderful piece then!
Logged

---

divide and conquer - iterate and rule - chaos is No random!
stereoman
Fractal Lover
**
Posts: 221


« Reply #20 on: October 29, 2012, 12:20:28 AM »

A better arrangement.


* axo-axos-2.jpg (76.79 KB, 640x480 - viewed 229 times.)
Logged
stereoman
Fractal Lover
**
Posts: 221


« Reply #21 on: October 29, 2012, 12:21:26 AM »

More detail


* axo-axos-3.jpg (85.05 KB, 640x480 - viewed 350 times.)
Logged
stereoman
Fractal Lover
**
Posts: 221


« Reply #22 on: October 29, 2012, 12:23:29 AM »

And more, smaller iterations are not visible in a general view at this resolution, for a bigger render more iterations can be added.


* axo-axos-4.jpg (76.98 KB, 640x480 - viewed 232 times.)
« Last Edit: October 29, 2012, 10:40:43 AM by stereoman » Logged
kram1032
Fractal Senior
******
Posts: 1863


« Reply #23 on: October 29, 2012, 09:19:58 AM »

This is true, but, as you said is simply a technical option... that donīt exist out of the virtual world.
I mean that box-modelling is based in the natural way of drawing, first you do the boxes, then the bigger areas, and finally, the small ones, a natural fractal process.
I won't dicuss this any further beyond this post, since it's way off topic and could become sort of philosophical, but:

The box is made up of polys. You can start with it as a base right away, but in case of drawing, you can't do this. You have to draw the box first.
And that box is made up of lines which are made up of strokes which are more equivalent to polys than to a box.

If you're a sculptor and start with a block of marble or something, then I see how you always "start with a box". But if you're a drawer or painter, there's absolutely no need to do so and even if you do, you first have to draw it.
Of course, you're refering to constant refinement of a given layout. This is true for all arts.
If you model something in 3D, there are some techniques that are typically thought of as "box-modelling" techniques, like subdividing a side of the box and some that are rather thought of as "poly-by-poly-modelling", like extruding a free edge into a ridge over mutliple extrusion steps.

But the reality is, you can only truely differentiate between the two in the beginning. Do you start with nothing (an empty canvas or maybe an edge that, unless you choose to draw mesh grids later, wouldn't even be visible in a render) or do you start with a box (a marble block that you can sculpt into the shape you want).
At some point, and that can come pretty early, if you're an artist with a decent amount of experience, you'll use techniques of either "camp".

Which techniques you think of as superior might heavily depend on the 3D package you use or its supported featureset.
For instance, in Blender3D, not too long ago you didn't have NGons, so working the Box-modelling way was highly limiting. Most users quickly learned that it's just way easier to go for Poly-by-Poly. However, now that NGons are supported and we see a couple of new, really powerful modelling function features (sure to increase quickly), it's much less limiting to do Box-modelling and more and more users will use that.
Even before NGons, there was quite an increase in Box-modellers with the implementation of a sculpt-mode that, by now, is pretty powerful aswell...

Ok, I'm done. I kinda went on a tangent there. All I'm saying is, that even "physical" art can start either way.
Logged
stereoman
Fractal Lover
**
Posts: 221


« Reply #24 on: October 29, 2012, 10:13:23 AM »

I won't dicuss this any further beyond this post, since it's way off topic and could become sort of philosophical, but:

The box is made up of polys. You can start with it as a base right away, but in case of drawing, you can't do this. You have to draw the box first.
And that box is made up of lines which are made up of strokes which are more equivalent to polys than to a box.

If you're a sculptor and start with a block of marble or something, then I see how you always "start with a box". But if you're a drawer or painter, there's absolutely no need to do so and even if you do, you first have to draw it.
Of course, you're refering to constant refinement of a given layout. This is true for all arts.
If you model something in 3D, there are some techniques that are typically thought of as "box-modelling" techniques, like subdividing a side of the box and some that are rather thought of as "poly-by-poly-modelling", like extruding a free edge into a ridge over mutliple extrusion steps.

But the reality is, you can only truely differentiate between the two in the beginning. Do you start with nothing (an empty canvas or maybe an edge that, unless you choose to draw mesh grids later, wouldn't even be visible in a render) or do you start with a box (a marble block that you can sculpt into the shape you want).
At some point, and that can come pretty early, if you're an artist with a decent amount of experience, you'll use techniques of either "camp".

Which techniques you think of as superior might heavily depend on the 3D package you use or its supported featureset.
For instance, in Blender3D, not too long ago you didn't have NGons, so working the Box-modelling way was highly limiting. Most users quickly learned that it's just way easier to go for Poly-by-Poly. However, now that NGons are supported and we see a couple of new, really powerful modelling function features (sure to increase quickly), it's much less limiting to do Box-modelling and more and more users will use that.
Even before NGons, there was quite an increase in Box-modellers with the implementation of a sculpt-mode that, by now, is pretty powerful aswell...

Ok, I'm done. I kinda went on a tangent there. All I'm saying is, that even "physical" art can start either way.


We are talking about the natural way for drawing, not about the technical options computers bring, I use 3D model software each day, and I can assure you that if you canīt draw in the traditional way, you will go nowhere in this field, no matter what the computers can do, thatīs because 3D software is just a drawing tool.
Excuse my bad english, probably I donīt explain myself clearly enough.
« Last Edit: October 29, 2012, 10:48:09 AM by stereoman » Logged
stereoman
Fractal Lover
**
Posts: 221


« Reply #25 on: October 29, 2012, 10:35:59 AM »

using it for the legs with just 2 iterations would make them look really good
combined with the fractal background a wonderful piece then!
Iīm not sure about this, rather I think that the full body should be made with the small models to keep coherence.
Therés a feature in some software that does this more or less, to fill a given shape with small instances of itself, but this is rather uneven and would need a lot of work to rearrange the models, moreover, each small model should be made with even smaller ones to be able to explore iterations, you must hand build the fractal before navigating it . This would be really expensive, and probably beyond a personal computerīs reach.
But if thereīs a mathematical way, I can provide the model and you and others  can try your skills over the code.
« Last Edit: October 29, 2012, 11:07:45 AM by stereoman » Logged
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #26 on: October 30, 2012, 04:01:38 PM »

here is a wish for what is should look like:


* Axolotl6.jpg (6.61 KB, 240x180 - viewed 200 times.)

* Axolotl7.jpg (10.62 KB, 261x193 - viewed 220 times.)
Logged

---

divide and conquer - iterate and rule - chaos is No random!
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #27 on: October 30, 2012, 04:02:50 PM »

great stereoman, contact me privately, and you can discuss with them private if you want to finish this off with them!!!
Logged

---

divide and conquer - iterate and rule - chaos is No random!
matty686
Conqueror
*******
Posts: 106


open-source rocks


WWW
« Reply #28 on: January 26, 2013, 02:07:22 PM »

I can complete this challenge   
Logged

open-source rocks
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #29 on: January 26, 2013, 02:24:25 PM »

feel free to do so wink consider that this years contest has an axolotl section as well!
Logged

---

divide and conquer - iterate and rule - chaos is No random!
Pages: 1 [2] 3   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
create 3D fractal using images? 3D Fractal Generation teamfresh 10 4341 Last post March 26, 2010, 01:13:43 AM
by Fractal_Artist
How to create 'unique' fractal art with M3D (or how not to) Mandelbulb 3d « 1 2 » kameelian 16 5897 Last post April 28, 2012, 02:04:19 AM
by PhotoComix
Abyss of the Fractal Axolotl Axolotl KRAFTWERK 1 612 Last post May 09, 2013, 07:55:39 PM
by cKleinhuis
Can Apophysis be used to create fractal landscapes? Help & Support pswanson 3 318 Last post October 24, 2014, 04:27:00 AM
by JohnVV
Fractal Art talk at Washington & Lee University, Lexington, VA Images Showcase (Rate My Fractal) LMarkoya 4 855 Last post March 13, 2015, 08:58:49 PM
by LMarkoya

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.132 seconds with 28 queries. (Pretty URLs adds 0.008s, 2q)