Some weird things as modeling and shader experiments.
The cover image here is something I made yesterday while I was bored. Various shapes that are heavily distorted with the simple deform modifier in Blender. Hard to believe the twisted heart shape is actually just a 16-tooth gear that has been twisted and pulled into a completely different form. The procedural shaders all followed a sort of thing I wanted to experiment more with, making wavy lines in objects that sort of bring some attention to the cool curves and surfaces. That was mostly just playing with texture coordinates and normals and UV map stuff from the texture coordinate node.
This one was an experiment with some weird hard surface modeling stuff with modifiers. Then I got distracted playing with shaders for it as well. Using the "random per island" option in the geometry shader node is useful for slightly altering the saturation and color of each object in a massive array like this. That can really help break up the repitition along with some other world-space noise stuff to control the edge wear.
This one isn't really an abstract thing. It's more just some hard surface practice for real objects. Based on this mouse.
I found the shape to be very pleasing to my eyes. The rest of the mouse shouldn't be too hard to model either if I want to get around to doing that later.
I'm also pushing a bit of an update to the site. I managed to figure out how to make article titles apply to the header title for the HTML, so now the tab in your browser should be properly reflecting what page you're on. I also added a little 88x31 bar at the top below the nav bar on the home page. This is just to put little buttons for things I like or support. Big thanks to this page for explaining some of how to do this.
Modeled and rendered entirely in Blender.
Darktable used for color correction.
GIMP 3.0 used for composite images. (woohoo 3.0.0 is out for real now)