Here's the model rendered in Cinema 4D:
And here it is printed out in 3D:
The pictures look a little weird because actually, I had the negative filter accidentally enabled. But now I think it looks kind of cool.
The other project is for my "Introduction to Interactive Computer Graphics" class. (The fact that I'm just now taking this class after programming "interactive computer graphics" for years is one of the reasons I hate school). We were supposed to be "creative" for our final project, so I decided to do something actually useful: port the essentials of my XNA deferred renderer to OpenTK! With this experience, combined with my MonoGame project, I'm now pretty familiar with developing C# on a Mac. Lemma on Mac might be a possibility sometime in the not-so-distant future.
Anyway, here it is:
The bottom screen shows (clockwise from top left) the normal, light accumulation, depth, and albedo buffers. It was surprisingly easy to implement. Sometimes it's nice to take a break from object-oriented programming and go back to pure, simple procedural code. OpenGL always makes me feel that way.
At any rate, if you're a programmer and this interests you, here's the full source code. Hopefully this will find its way into Lemma soon!
Mirrored on my blog