Just having a little fun… I’ll be doing a tutorial for this sometime soon as well
TUTORIAL HERE: http://blendernerd.com/eschers-impossible-cube/
For the thumbnail:
Just having a little fun… I’ll be doing a tutorial for this sometime soon as well
TUTORIAL HERE: http://blendernerd.com/eschers-impossible-cube/
For the thumbnail:
Reminds me of a little piece I made a while ago, similar idea, presented VERY badly…
Well done, a lot better than my one from a while ago :o
Hehe thanks… i thought about doing it like that - with the edges overlaping - but i find the other way a little more confusing
That is great! It confuses the heck out me … so I love it.
Uhh… How did you do that ? Do you have a wire render ?
I’ll post one when I post the tutorial
Added the tutorial to the first post… sorry, no wires yet
Lol this remides me of when I was taking AutoCad in High school. We had to make an impossable object for a final test. I went with a similar looking design however mine had stares instead of strait bars and for the balls it was towers alot like the Penrose stairs.
Edit: Silly me I forgot to say this looks wonderful.
So confusing!
“Wth” make me laugh
whoa… that is very interesting sir. id like to try that.
Now that’s really cool, great work!
I watched the first bit of the tutorial (will have to watch the rest of it later), and instead of fussing with the position of the camera you might find the following method a bit easier. All you do is select one of the middle spheres, snap the cursor to your selection, add an empty, then create a Track To constraint on the camera to the empty (or just the sphere if it’s its own object, which in that case the creation of the empty can be ignored).
not bad greg! i like it
Fun project, Greg, and very nice results on the texturing and lighting.
Regarding the part in the tutorial where you were having some trouble with the boolean modifier, I wonder if it didn’t have to do with the amount of definition in the meshes being operated on. Possibly the modifier would have worked more “automatically” if the cylinders and/or sphere had a bit more detail in the topography?
(lol moments: “Ooh, that’s a scary face!” “And I hope to see you again … sort of”)
Thanks for sharing.
I think you’re right about the mesh detail… i remember using a subsurf when testing so it was a surprise for me during the tut… but everything is solvable!
(lolling at those lol moments myself :P)
Pleasure
Superb I’ll never think that this kind of things was possible.
Thanks for the tutorial, or I would lose weeks to try to understand how it was done
One way to do “impossibles” is to build an ordinary cube and then have a little fun with the compositor. Simply isolate the pieces that need to “impossibly overlap,” out of the original shot, and superimpose them on top of the shot from whence they came.
The initial render-result is ordinary, but what is done to the original rendered data downstream makes the result “impossible.”
A far more advanced expression of the idea is to build an impossible cube that rotates. But the idea comes down to the same thing: using compositing nodes (e.g.) to bring things “in front.”
@sundialsvc4 - that wouldn’t actually work. Well it would, but not really. The cube at the back that’s overlapping the front one would also overlap the ones next to it slightly. Then when it’s rotated you would have to do some tricky animation with mix nodes to smoothly change which pole overlaps which.
At least that’s how I understand you want to do it…