As Quanta’s art director, I introduced the use of real-time 3D for editorial science illustration and graphics.
In this Sketchfab feature, I discussed how and why:
https://tinyurl.com/OS-QuantaSketchfab
Select models below.
3D illustration by Thomas Shahan
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Scientists Uncover the Universal Geometry of Geology, 2020
https://tinyurl.com/QMCubeWorld2020
Mars: InSight Lander and Volcanic Regions, 2021
https://tinyurl.com/QMMars2021
Shapes generated by Martin H. Weissman, based on data by Kiran S. Kedlaya et al.
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Tetrahedron Solutions Finally Proved…, 2021
https://tinyurl.com/QMTetrahedra2021
Based on a model by researcher Giles Gardam
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Crystallographic Group - Kaplansky Conjecture, 2021
https://tinyurl.com/QMKaplansky2021
Source data: Daniel Pomarède & Yehuda Hoffman, Noémie Globus
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Where Ultrahigh-Energy Cosmic Rays Come From
https://tinyurl.com/QMCosmicMap2021
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Interactive 3D has become an increasingly popular storytelling medium with engaging qualities that a still image or even motion don’t quite reach. Used in the right circumstances, it can be powerful. I believe it will continue to gain traction beyond the game-dev landscape. For those reasons and more (discussed in my post for Sketchfab: https://tinyurl.com/OS-QuantaSketchfab) I introduced the use of real-time 3D for editorial illustration on Quanta Magazine. I liked Sketchfab for this because it’s so easy to use, relatively simple for devs to implement, and works well across devices.
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Select real-time 3D models illustrating topics incl. astrophysics & astronomy, geophysics, particle physics, and math. Concepts, art direction, and 3D modeling / illustration by me, except where stated otherwise.
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About my art-direction for Quanta:
https://www.artstation.com/artwork/RnDy2e
More AD (Pinterest gallery):
https://pin.it/3qK0JdJ
My artwork on Quanta:
https://tinyurl.com/QuantaMag-Olena
More info, talks & interviews, etc:
https://tinyurl.com/OS-Links
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© Olena Shmahalo/Quanta Magazine | Reuse prohibited