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PROCESS______________________________________...

ByBradley G Munkowitz

LicenseAttribution-NoDerivs-NonCommercial 4.0 International

<p style="font-size: 12px;color:#aaa;">版权引用:<a href="https://www.behance.net/gallery/48584141/S-U-B-D-I-V-I-S-I-O-N"><span style="font-size: 12px;color:black;">“PROCESS_____________________________________________________________________________PRINCIPLES OF SUBDIVISIONThis entire exercise was spawned as a result of creatively SubDividing geometric forms during some freestyling. It was inspiring to muse about how to create depth and recursive form in graphic, flat-shaded renders - that was the challenge. So the first steps were creating the geometric forms, some of which were very simple primitives, which gradually grew in complexity using some favorite generative modeling tools.These various SubDivided forms were then applied special shaders which defined color and perspective within the geometry, which were then warped further via creative lensing and other optical techniques using the Arnold Renderer. But at the foundation of this exercise was the aesthetic ramifications of SubDividing geometric forms - and how these increased divisions in the geometry affected the resulting design language in the series.”</span> </a>由 <a href="https://www.behance.net/gmunk"><span style="font-size: 12px;color:black;">Bradley G Munkowitz</span></a> 授权许可 <span><a href="https://creativecommons.org/licenses/by-nc-nd/4.0/deed.zh" target="_blank" style="font-size: 12px;color:black;">Attribution-NoDerivs-NonCommercial 4.0 International<img src="" style="display: inline-block;height: 16px;width: auto;"></a></span></p>
<p style="font-size: 12px;color:#aaa;">版权引用:<a href="https://www.behance.net/gallery/48584141/S-U-B-D-I-V-I-S-I-O-N"><span style="font-size: 12px;color:black;">“PROCESS_____________________________________________________________________________PRINCIPLES OF SUBDIVISIONThis entire exercise was spawned as a result of creatively SubDividing geometric forms during some freestyling. It was inspiring to muse about how to create depth and recursive form in graphic, flat-shaded renders - that was the challenge. So the first steps were creating the geometric forms, some of which were very simple primitives, which gradually grew in complexity using some favorite generative modeling tools.These various SubDivided forms were then applied special shaders which defined color and perspective within the geometry, which were then warped further via creative lensing and other optical techniques using the Arnold Renderer. But at the foundation of this exercise was the aesthetic ramifications of SubDividing geometric forms - and how these increased divisions in the geometry affected the resulting design language in the series.”</span> </a>由 <a href="https://www.behance.net/gmunk"><span style="font-size: 12px;color:black;">Bradley G Munkowitz</span></a> 授权许可 <span><a href="https://creativecommons.org/licenses/by-nc-nd/4.0/deed.zh" target="_blank" style="font-size: 12px;color:black;">Attribution-NoDerivs-NonCommercial 4.0 International<img src="" style="display: inline-block;height: 16px;width: auto;"></a></span></p>