Life Underneath

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Something different, to clean my head from all the math and start creating fresh things

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I really needed to make something different than all these album covers art concept, all these geo-nodes and math knots and shapes. I decided to go back to the basics, a good'ol human model, a face, and start from there.

Everything was done in Blender 3.2. The decomposition/breaking down of the top part of the head is a very simple geometry nodes proximity-to-size network. I applied a wireframe mod to the rest of the bust, and manually re-topologised some parts to create a sort of cyber/broken/twisted patern in the overall symmetry. Here's a quick look at the model without shaders

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The shaders though, are bit of a mix-max of a bunch of different things. The bust is mainly an emissive material, with a fresnel feeding the input of the colour strenght and determining, on pair with AO, what colour should be attributed to where (subtle hues of turquoise and green).

For the background, at first I just wanted a rusty deformed bent old mirror. So metallic it is, and reflective as well. But after bending it and applying different forms of rust to it, what happened with the lights turned out to be much cooler than I expected; so I gave up on the mirror idea.

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Thanks for supporting art on Hive/PeakD/and stuff!