Down the Well; - This was the result of an idea where I would do an image with a half-underwater effect like you see when you float a real camera in a swimming pool. The addition of Cycles volumetrics at the time also helped a great deal in the believability of the water, wanting it not to be real clean and clear, but not too murky either.
An Intriguing Room; - This was the result of me taking myself up on a challenge to make a well lit interior room in Cycles (in response to a thread arguing that it’s hard to get enough light in interior spaces within Cycles). It wasn’t only the materials and some light brightness enhancement that made it possible to do that, this was made in the midst of a quest for a better, more realistic tonemapping setting to get more light in without seeing major burnout. Also to note, this had the earliest iteration of my most advanced Cycles general purpose glossy material yet (available via my node collection linked in my sig.)
To note, I had to use a lightpath trick for the outer windows as otherwise you simply couldn’t get light in, personally, I prefer it to portals and architectural glass seen in Luxrender as you can keep refractions and have an outside that’s not blown out (noting that I wouldn’t necessarily mimic a real camera closely as I hate things being blown out). For good measure, I also threw in a bowling ball.
French Swirls; - Basically, someone asked me at a show that I was selling my work at if I had anything with french swirls, I’m not entirely how ‘french’ these are but I tried for making sure it was swirly
As usual, more to come at later dates, there’s a ton of stuff I could show that has never been posted in the art forums.