Shrouded!

The challenge today was to play with Processing’s 3D capabilities, so I started to generate some random cubes. Eventually I ended up using a base image to generate cubes out of pixel values, such as brightness. That gave some interesting results, and kept scouting the web for remarkable images in shades of grey. Eventually, I stumbled upon the image of the Turin’s shroud, and started  using it.

Shrouded!

“For God so loved the world, that He gave His only begotten Son, that whoever believes in Him shall not perish, but have eternal life.
John 3:16

 

Shroud of Turin Shroud of Turin

Base image – Corrected image

After some contrast tweaking and noise correction, I imported the image into Processing to generate a mesh of cubes, correlating cube sizes to brightness.

Processing 3D

Thanks to the OBJExport library, I got an OBJ file to import in Cinema4D, where I did basic UV mapping of a base marble texture. Also boosted up the Z dimension to get a mesh of square marble columns.

Shroud 3D Shroud 3D

Next step is to export as FBX for Unity3D. The rest is about creating a basic fantasy landscape to host it as a sort of alien stone forest.

Shrouded in Unity 3D

The final touch? Adding a reflection of the saint face as a cloud layer, I quite like it:

Shrouded!

Techniques: Processing, Pixelmator, Cinema4D, Unity3D, Screenflow, iMovie

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