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New artwork: Nothing Shall Be Impossible unto You II. A slightly different take on the same idea as the first piece.


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New artwork: Peace, Be Still. I dialed up the SVG turbulence filters to get the effect on the left. Also used the erode operator throughout (with the feMorphology filter primitive). I couldn’t get Inkscape to show the lines with the filters applied, though, so I ended up screenshotting the piece via QuickLook and then upscaling in Photoshop (hacky, but hopefully not too obvious).


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New artwork: Body of Christ. For this piece I re-used most of the code from Tree of Life II, with minor modifications.


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Two new pieces: They Could Not Hit Him (Samuel the Lamanite on the wall) and Pearl of Great Price (about sharing the gospel).


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New artwork: The Night Shall Not Be Darkened. On this one I used an erosion filter along with turbulence and displacement; the effect is most clear on the two vertical lines.


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A few other new pieces: Nothing Shall Be Impossible unto You (about faith), Roll Forth (about the stone cut out of the mountain without hands), and Out of the Dust (about the Book of Mormon).

For a while I’ve wanted to explore using black and white for my art. Tell Me the Stories of Jesus was the initial step in that direction, but these latest four pieces are more like what I envisioned (a little more like ink on paper, to some degree). I’m looking forward to doing more work in this style.


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New artwork: Tree of Life II.

I used the same circle packing technique to generate the circles, constraining them this time to be inside a larger circle. Initially I was going to have the tree visible as that larger circle — dark on a light background — but it ended up looking better to me with just the small white circles. (After that I used SVG filters and Inkscape and Photoshop as usual.)


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New artwork: Within the Walls of Your Own Homes.

I realized (this is the very small breakthrough I mentioned yesterday) that I could use Blender to add 3D texture to my pieces. Verisimilitude has been the goal all along, and using an actual 3D renderer brings so much to the table that it boggles my mind that I didn’t think of this much earlier.

A closeup of the texture:

within-the-walls-closeup.jpg

How I made this piece: I mocked it up in Illustrator, then exported it to SVG where I manually added the turbulence and displacement filters (in Vim) to distress the edges of the white square, which you can see in that closeup. I used Inkscape to export the SVG to a 6500×6500 PNG.

Then, in Blender, I created a plane and went to town on the shading, using a combination of procedural and image textures to mix the colors together and displace the geometry of the plane. There’s a key light and a dim fill light. And in the compositor I added a little chromatic aberration around the edges with the lens distortion filter.

Rendered it at 5200×5200, which took about two hours on my 16″ MacBook Pro. I tend to work a little smaller and then upscale to 6500×6500 (for square pieces), since Photoshop’s upscaling is fairly decent these days. After upscaling, I added my signature thingie, which I’ll add in Blender in the future so it fits in better.

Here’s the node setup on the plane (and in the future I’ll use groups to make things more manageable):

within-the-walls-nodes.png

Overall, I’m happy with this technique. It’s more time-consuming than painting textures in Photoshop, but I can do other things while it’s rendering, and the result looks much better to me. Working in 3D is more fun, too. Most importantly, using Blender gives me loads of new options that would have been harder to do well with my old technique — shiny paint, glowing materials, etc.


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New artwork: Plan of Salvation. Inspired by a comment my friend Naomi made about another piece.

This is also one of the first times (maybe the very first time) that I’ve superimposed things like this, especially out of chronological order. Hopefully it doesn’t make the piece overly confusing.

Last but not least, I’m really liking the SVG filters for making the edges seem more hand-drawn.


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New artwork: Before the World Was II.

It’s (in my opinion) a much better execution of Before the World Was, which used a quick DrawBot script that didn’t pay much attention to placement.

This time, working off the Generative Artistry circle packing tutorial, I wrote a Python script that places all the circles so there’s no overlap, then outputs an SVG with the turbulence/displacement filters I wrote about not too long ago.

For comparison (original on the left):

before-and-after-the-world-was.jpg

I also went with a slightly less saturated background in this new version, and I put a little bit of texture on the circles themselves to make it feel slightly more painterly.


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