This is my re-creation of Max, an early CG character originally made in 1990 (I think) by Ken Cope and Tom Betts using Symbolics S-Geometry on SGI hardware, but this time made in Blender using lots of geometry nodes mostly on a regular laptop. Also, I’m guessing the original renders took quite a while back then, but this is essentially real-time in Eevee.
This was the first time I’ve used view layers in Blender due to what I consider to be a bug (or at least poor UX but which is of course “expected behavior” when I reported it), but if I hadn’t ran into that I wouldn’t have added as many effects as I ended up doing, so silver lining I guess.

All three layers of the background are mostly generated with geometry nodes, with the geographic/geometric coordinate system lines being pure nodes and taking the longest time (and they should contain even more but I had to stop somewhere).
Max himself also contains some geometry nodes, both for the cubes floating around in his head and his skin (which is also a bit vertex painted to control the shading some).

His eyes are quite prominent and seemingly surprisingly detailed in the original, so I had to try to replicate that as closely as I could, which I did with some more vertex painting and gradients.
Oh yeah, and his head is stuffed with strategically placed extra cubes to prevent light bleeding in Eevee… ![]()
So anyway, lots of talk but who has seen him before, I wonder, and if so, do you recognize him from the US or Japan? ![]()
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