I was given the artwork for Cream’s Wheels of Fire (illustrated by Martin Sharp) to start ideating how I could interpret it for the full reissue campaign’s assets. If you’ve ever seen the album cover, you’ll know it’s such intense, illustrative, psychedelic mania. There was no way I was going to be able to cut this up and be happy with the outcome.
I’d already been experimenting with Blender's Geometry Nodes for an earlier project, particularly building out systems that I could manipulate with my own dials and sliders. There really are infinite possibilities within Geometry Nodes, so I decided to utilise this to recreate the world of Wheels of Fire—then construct a hatching shader that could replicate the illustrative aesthetic (with a little help from BlenderKit when things were not going the way I needed!).
Procedurally building most of the individual elements meant that I could quite easily adapt and animate each for many different assets, but the big one I had to tackle was this lyric video for White Room (below). This whole project has been an excellent learning exercise, especially giving me a glimpse of just how powerful Geometry Nodes are.
I’d already been experimenting with Blender's Geometry Nodes for an earlier project, particularly building out systems that I could manipulate with my own dials and sliders. There really are infinite possibilities within Geometry Nodes, so I decided to utilise this to recreate the world of Wheels of Fire—then construct a hatching shader that could replicate the illustrative aesthetic (with a little help from BlenderKit when things were not going the way I needed!).
Procedurally building most of the individual elements meant that I could quite easily adapt and animate each for many different assets, but the big one I had to tackle was this lyric video for White Room (below). This whole project has been an excellent learning exercise, especially giving me a glimpse of just how powerful Geometry Nodes are.