Started a new modeling experiment… I want to try and create a semi-realistic character in my favorite 3D editor: #MagicaCSG , by @ephtracy .
It's going to be a bit of a challenge, because every detail needs to be added, subtracted or intersected using primitive shapes, as opposed to 3D sculpting, where you can freely brush details in a clay-like manner.
So if this doesn't get follow-up posts, I will have failed miserably. 😅
I still don't know if this is going to work out in MagicaCSG, but it's an interesting experiment.
It feels a bit like creating a semi-realistic head using NURBS, although SDF modeling is non-destructive and more flexible. But generally speaking it's more suitable for hard-surface modeling and cartoon-style characters.
An update of my experimental Demon head using SDF 3D modeling with primitives in MagicaCSG.
The sculpture now exists of 82 primitive shapes in 5 separate objects, added, subtracted and blended. I think I'm done modeling. Tomorrow, I'll move on to materials, lighting and rendering.
To give you an impression of the primitive SDF 3D shapes that make up my demon head in MagicaCSG, I've set them a bit apart from each other.
A number of the elements that are visible here are used to subtract parts, and are invisible in the actual sculpture. Also, some shapes are obstructing other shapes here.
I wanted to challenge myself and modeled a semi-realistic demon head using purely SDF primitives in the MagicaCSG 3D editor.
The final head exists of 129 added, subtracted and blended shapes, and is rendered inside MagicaCSG as well. As a final touch, some texture was post-processed into the rendering.
@metin Wow, this looks really cool! The ears impressed me in particular!
I find it kind of hard to build something that requires a lot of individual objects in #MagicaCSG. I wish there was a better system for layers and groups as in #MagicaVoxel (if I remember correctly).
Three stages of progress and the final rendering of a spaceship, inspired by a Matias Hannecke concept.
I modeled and rendered the scene using the MagicaCSG SDF 3D editor, which allows you to forget about polygon structures, and focus on creation.
SDF modeling is similar to solving a puzzle: you're constantly thinking about which primitive objects, like a box or sphere, could be added, subtracted or intersected in order to get a desired shape.
@w84death Nice works! Love the details and renderings. 👍
I really hope #MagicaCSG will soon include more control over renderings, such as real lights with crisp drop shadows, and the return of the rendering resolution settings.
@miekeroth Thanks! I love #MagicaCSG. SDF-type modeling offers total freedom compared to polygon or NURBS modeling, and MagicaCSG's renderer is quite competent too.
As you can see, a scene usually exists of a range of objects, each consisting of many SDF sub-objects ("Strokes"), added, subtracted and intersected. Love the puzzle-like element of SDF modeling.
MagicaCSG also includes a fine renderer. Here's the rendering of my Airpod: