Alcor’s Character Factory: Models, Clever Ways, Sacred Geometry and Ego
My name is Gilbert Arcand, I’m a 22 years old young man with a big head, large hands and feet. I really much like to do 3D modeling and animation as a hobby as well as an alternative to a normal job. I’ve got a 97-00 computer science diploma from the Abitibi-Témiscamingue College.
I am currently studying for a high school diploma at the local University of Québec in Abitibi-Témiscamingue, in which I shake off one’s marker by my ability of creating synthesis images using 3D Studio.
I live in Rouyn-Noranda, a small mining town in a part of the world called Abitibi-Témiscamingue, Québec, Canada. I have worked with 3D software since November 98 and I enjoy doing character models for the DeathMatch games.
I have got some experience using the following engines:
Quake 3 Arena
Unreal Tournament 2003
I use almost exclusively the softwares Photoshop and 3D Studio Max 3 and 4.
Since I started doing PPMs, I have only made “known” characters, but I’m trying to train myself in creating original ones.
I self-taught myself in the use of 3d Studio Max and Photoshop. I have some good knowledge of Character Studio and Max Materials too.
I do modeling for a hobby but for money too. I’m available to do modeling jobs via the Internet, but I’d be willing to move to another city if I had an interesting job offer.
Thank you very much for the time spent on my website.
Gilbert “Alcor” Arcand
A little note about my email address. I’ve been using the address email@example.com between 1999 and 2001. But following the events of September 11th, the free email service MonCourrier.com has ceased to be. So I had to change my email address. The new one is firstname.lastname@example.org.
Welcome to the Sacred Geometry section of my site. In this section I display 3D versions of some Sacred Geometry drawings. The purpose of this is to be able to look at the Sacred Geometry pictures from different angles, and discover new things!
If you’re interested in Sacred Geometry and would like me to make a particular drawing in 3D, just write me an Email and I’ll see what I can do.
Have fun watching this section, and I hope it will awaken some sleeping memory within you!
A new perspective of the Metatron’s Cube By: Gilbert Arcand
|I have recently read “The Ancient Secret of the Flower of Life” Vol. 1/2. And found everything I read quite interesting. Since I’m a 3d computer artist, I decided to create a 3d version of the Metatron’s cube. While doing so, I’ve “discovered” some interesting things. I know this geometry has been studied by many, and everything I intend to say might have already been said. I feel I ought to say them none the less.
I’ll explain step by step how I built my Metatron’s cube. For me, it’s obvious that this drawing represents a 3d geometry as seen from an “isometric” point of view, i.e. no perspective. While doing the 3d version, my goal was to recreate every line by using the Platonic Solids, and avoid to create the same line twice.
Since this page contains several images and animations, you may download this file (2.3meg) and look at the page dirrectly from your hard drive. In order to speed up the display of the images and animations.
|Part 1, the Fruit of life.|
|I start by creating a sphere, with a 80 units diameter, at the 0,0,0 coordinate, the center of the world. Then I duplicate this sphere 16 times and move each new shpere at these coordinates:
50, 50, 50
100, 100, 100
|I end up with this particular shape.|
|And when viewed at a particular angle.|
|I got something to say about this particular angle. I’ll use white circles representing the edge of each spheres rather than a gray gradient for this exemple.|
|Since each sphere are alligned on a 45degree axis, I taught that by placing a isometric camera at the 200,200,200 coordinate, then rotating the camera 45°,0°,45°, the fruit of life symbol would appear. But I was wrong|
|So I started to change the angle of the camera untill the circles are alligned. With the maximum precision my software can handle the correct angle is 54.736°,0°,45°|
|As you can see.|
|It took me some time before I understood what this angle is. The answer is simple once you know it! The answer is within the 1, √2, √3 triangle. As you can see on this picture.|
|This particular triangle is found at several places within a cube.|
|Part 2, the cubes.|
|That was really easy to figure out, all I have to do is create 2 cubes, one 100 units big, and the other 200 units big. Centered on the origin. The result would be 2 cubes with each corner within a sphere (excluding the center sphere).||Perspective//Isometric|
|Part 3, the tetrahedrons.|
|This step is a bit more complex than the cubes, but still I figured it out easily. In order for the explanations to be the more simple possible, I’ll use the following naming conventions.
8 points form a cube. According to one point , this point has neighbours , an opposite point , and opposite-neighbours .
|To create the tetrahedrons, all I have to do is link up each point with his respective oposite neighbours.|
|4 tetrahedrons are needed, 2 small, 2 big.||Isometric // Perspective // Flat shaded|
|The result of the tetrahedrons combined with the cubes is quite amazing. It’s like if you had traced “X”s on each faces of the cubes.||Isometric // Perspective // Flat shaded|
|Part 4, the hard one.|
|These last lines are complex. By complex I mean that I don’t know which Platonic Solids compose them.
I figured out a way of creating them, but I’m not sure it that the right way of doing.
The only way I could think of is, following the same naming conventions, to link up every point of the big cube, with the oposite-neighbours of the small cube.
Flat Shaded//See Through
|That completes the 3d Metatron’s cube!
|The classic Metatron’s cube viewing angle is not the only one which contains interesting symbols. Here’s some other angles in which a lot of lines get alligned.|
This is my tutorials section.
|General texture mapping coordinates creation process|
|UT Modeling Tutorial|
|IK simulation, Using the windows edges…|
|Polygons reduction using Segmentation…|
|Light Saber Effect!|
|50% Gray POWERS!|
|Fusion Mode: Overlay…|
|Adjustment Layers are Cool!|
|Filter/Render/Lighting effect… it’s all you need to know!|
|Don’t need any alchemy knowledge to create Gold!!|
|Non-software related tricks…|
|Girls love Guys which have a BIG… Library!!!|
Light Saber Effect
Light Saber Effect: https://web.archive.org/web/20050122023154fw_/http://www.planetquake.com:80/polycount/cottages/alcor/Truc/LS.htm
Don’t need any alchemy knowledge to create Gold!!
General texture mapping coordinates creation process
|November 13 2001|
Hey Character Factory achieved 70000 hits!!!
It’s nearly 3 times more than exactly a year ago!!
I really want to say THANK YOU to everyone spending time on my website. Thanks a lot!
|November 2 2001|
|A little note about my email address. I’ve been using the address email@example.com between 1999 and 2001. But following the events of September 11th, the free email service MonCourrier.com has ceased to be. So I had to change my email address. The new one is firstname.lastname@example.org
So if you’ve been trying to contact me using the old address and never had a reply, just try the new one!
|September 6 2001|
|Alcor’s on fire!!
For this latest update, there’s not one… but TWO new models!! Two shiny characters from the same great movie, Robocop and Ed-209! Both of them are available for Unreal Tournament and Quake 3 Arena.
I also modificated the Models page, I divided each year into different page. That way, it’s quite faster to load.