Painted with random intent in ZenBrush, it turned out like rock or folk art. Virtual oil and palette knife backdrop in Corel Painter, blended into Filter Forge messy paint and batik. Composited and adjusted in Photoshop. NFT at https://www.hicetnunc.xyz/objkt/98563

Mud Bones, AI-assisted art

My toddler once referred to wood chips as "mud bones," which is where I got the title for this abstract work. (And it's an idea that makes me think. It's maybe not wrong.) This is an output from http://www.thisartworkdoesnotexist.com, which presents AI (GAN)-generated works that are necessarily in the Public Domain. I modified it with recoloring, blending of chalk, and painterly settings, and custom wood bark-like and custom noise alpha/blend layering in Photoshop.

Mud Bones, AI-assisted art

See http://s.earthbound.io/2y for original, print and usage ~ The swirling strokes in this were achieved with the liquid ink bristlecone preset in Corel Painter 2016 ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Work 00099 abstraction (cyan, blue, orange, red)

The swirling strokes in this were achieved with the liquid ink pine preset in Corel Painter 2016. Tap or click image for ~2K resolution, free for personal use. Here's a link to prints and merchandise available at pixels.com, and another link to prints available at ImageKind at up to ~ 35" x 56".

The following variant and resource images which I made along the way, I release into the Public Domain:

Variant via the Filter Forge "side to side" filter by Skybase:

An alpha resource via the Filter Forge Terrain Hightfield Generator by LigH; I used this (and variants of it) as a transparency channel in filter layers to make uneven interesting application of filters:

See http://s.earthbound.io/2g for original, print and usage. ~ Based on something I started way back in 2003. Gah. I'm old. This is however a near overhaul of that. Created with Corel Painter, Filter Forge, and Photoshop. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstraction (Work 00079)
See http://s.earthbound.io/2g for original, print and usage. ~ Based on something I started way back in 2003. Gah. I'm old. This is however a near overhaul of that. Created with Corel Painter, Filter Forge, and Photoshop. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstraction (Work 00079)

Click or tap the image for a high resolution version, free for personal use. If you want a print please leave a comment. ~ Based on something I started way back in 2003. Gah. I'm old. This is however a near overhaul of that. Created with Corel Painter, Filter Forge, and Photoshop. ~ A hoity-toity robot talks about this at: http://s.earthbound.io/artgib

I think this randomly generated statement works as well as many other Artist Statements you may have read!–

Works utilize this medium today. A concrete form with various organisations, including the work /Black Out/, in which imagination, dreams, and death are largely intuitive: preferring that the settlers went on to study sociocultural trends in photography, media and intellectual creativity in masterpieces of probably the most loved French post-impressionist masters.

See http://s.earthbound.io/4h for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

See http://s.earthbound.io/4i for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. This variant was hue-shifted and further worked up from the base work. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

See http://s.earthbound.io/4j for original, print and usage. ~ Software used: 3DS Max (to render Work 00059 perpendicular to the normal of 3D noise terrain), Dynamic Auto-Painter Klimt3 preset, Photoshop, FilterForge. This variant is a black and white workup of the base work. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

Created by mapping art to the Z axis of a 3D noise map (terrain heightmap), viewed top down, then working up the result in Dynamic AutoPainter Klimt preset, then hue shifting in Lab colorspace in photoshop, and maybe other tricks (my notes say FilterForge?). Former title: 00061 abstraction, and maybe other things. I gave up on numbering works–keeping it straight in my many source files is a technical feat beyond me.

See http://s.earthbound.io/26 for archive, original, print and usage options. ~ Software used: Solidworks, 3ds Max, Filter Forge, Photoshop. The horizontal and vertical painterly streaks and stripes are a side effect of the Sketchy Painting Filter Forge filter extending the effect from where an opaque area borders a transparent (alpha) area in an image. I deliberately used that side effect here. It may only work with a previous version of Filter Forge and/or the mentioned filter :/ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Forest Spirit I (Work 00034)
See http://s.earthbound.io/27 for archive, original, print and usage options. ~ Software used: Solidworks, 3ds Max, Filter Forge, Photoshop. The horizontal and vertical painterly streaks and stripes are a side effect of the Sketchy Painting Filter Forge filter extending the effect from where an opaque area borders a transparent (alpha) area in an image. I deliberately used that side effect here. It may only work with a previous version of Filter Forge and/or the mentioned filter :/ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Forest Spirit II (work 00035)
See http://s.earthbound.io/28 for archive, original, print and usage options. ~ Software used: Solidworks, 3ds Max, Filter Forge, Photoshop. The horizontal and vertical painterly streaks and stripes are a side effect of the Sketchy Painting Filter Forge filter extending the effect from where an opaque area borders a transparent (alpha) area in an image. I deliberately used that side effect here. It may only work with a previous version of Filter Forge and/or the mentioned filter :/ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Forest Spirit III (work 00036)

The first thumbnail here links to a 9000px wide image. The other two link to 2400px wide images.

Software used: Solidworks, 3ds Max, Filter Forge, Photoshop. The horizontal and vertical painterly streaks and stripes are a side effect of the Sketchy Painting Filter Forge filter extending the effect from where an opaque area borders a transparent (alpha) area in an image. I deliberately used that side effect here. It may only work with a previous version of Filter Forge and/or the mentioned filter :/ A hoity-toity robot talks about these at:

http://s.earthbound.io/artgib

Pending: A variant composite of all three of these.

If you want a print, leave a comment and I'll make one available.

See http://s.earthbound.io/2r for original, print and usage. ~ Created via: SolidWorks, 3dsMax, Corel Painter X, Photoshop. Full details of production at that link. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

[I don't know. I'm still reworking this piece. Something that makes a varied/interesting hybrid of the old and new version may be preferable. 01/18/2017 09:18:15 PM]

See http://s.earthbound.io/2r for original, print and usage. ~ Created via: SolidWorks, 3dsMax, Corel Painter X, Photoshop. Full details of production at that link. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstract mechanical colorful mess (Work 00019).

Image links to larger image, free for personal use. This work was previously titled Abstraction [twenty-two.] The brackets and spelled instead of numeric why? It's technical.

Software used: SolidWorks, 3ds Max, Photoshop, Painter, pixeur, irfanview, LibreOffice calc. How this was produced:

  • Targeted a desired print size @ 300dpi using my target resolution calculator spreadsheet
  • Made a few abstract shapes in SolidWorks
  • Imported them into 3ds Max (you have to use the 32-bit version of at least max 2013 with the import file open in SolidWorks to do this)
  • Collapsed them to editable polys, and with SoulBurn scripts, painted them over a terrain with random scale and orientation, and applied random material IDs between 1-100
  • Applyied a custom multi-sub material with a hundred different fractal flame/winamp milkdrop textures that apply by randomized material id (embedded yet further in a composite material with an alpha/edge blend mask)
  • Rendered a gray under-painting and several layers of randomized material color over-paintings
  • Mucked around with those in so many different layers with color cloning palette knives and oil paint in Painter, and auto-cloning, erasing, blending in various layer modes, etc.
  • Mucked around with all those so many times in Photoshop
  • Mucked around with those in turn so many times in Painter

I wasn't pleased to revisit this work, and reworked it. The previous version:

I like the colors, texture, smears and general forms of this original better than my revised version, but I prefer clarity of form (even for something semi-abstract) over that. The original was so indistinctly formed as to be a pretty blur, which would better be incorporated as part of some other work.

I think I'd like even better something that harmonizes or interestingly combines the two. I may yet make a third revision.

Here is a digital art work I created with 3DSmax, Corel Painter and Photoshop.

See http://s.earthbound.io/2j for original, print and usage. ~ I used #3DSMax and #SoulburnScripts to randomly scatter and rotate brush-stroke textured tiles, then worked up the resulting render further in #CorelPainter and #Photoshop. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstraction (Work 00014)

With and , I randomly scattered and rotated very many brush-stroke textured tiles (I used 3DSMax as a particle painter). I then worked up the resulting render further in  and . ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib

Here are two variant works with color hue-shifted in Lab color mode (it produces more human-perceptual-friendly color changes than the brute math of RGB).

See http://s.earthbound.io/2i for original, print and usage. ~ I used #3DSMax and #SoulburnScripts to randomly scatter and rotate brush-stroke textured tiles, then worked up the resulting render further in #CorelPainter and #Photoshop. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstraction (Work 00014 color variant 3 slightly desaturated magenta)
See http://s.earthbound.io/2h for original, print and usage. ~ I used #3DSMax and #SoulburnScripts to randomly scatter and rotate brush-stroke textured tiles, then worked up the resulting render further in #CorelPainter and #Photoshop. ~ A hoity-toity robot talks about this at http://s.earthbound.io/artgib
Abstraction (Work 00014 color variant 2 faded lavendar)

Click the images to open larger ones, free for personal use. This was formerly entitled Abstraction 00021.

EDIT: there used to be a cover of a super disturbed fiction eBook I wrote here; there isn't anymore. But of it, I wrote:

*I'm not even really sure why I'd put this on my blog. In keeping with "I'm paying attention to you, whatever you give me, Image Brain?" Did you know if you do that with any part of your brain–just sketch or sing into a voice recorder or write or whatever anything your brain gives you–did you know that if you do this, then your unconscious realizes you are paying attention, and it gives you more music or images or whatever to create? This is my experience. Caveat: this does not mean you should publish anything and everything your brain gives you ;) but if you do this, you may find yourself creating things you wish to publish.