A collection of Blender 3D projects carried out over the years.
Introducing 'Five-O-Pus', an octopus with three legs less.
Created a cell shader for a more comic look-and-feel. And getting more experience with the Blender material shader functions. Because the material node shader is a real gem. But difficult to master.
I wanted to design a fun and colorful cartoon-like house. And tried to gain some experience with Blender Eevee render because of its speed.
Later, I decided to use this in an animation project. But the current model brought me in to troubles. Eevee only renders what can be seen in the viewport. So objects outside the view, casting shadows, are not part of the render.
Not a problem for still renders, but in animations it is notable.
Just a study on how to make a comical and funny figure.
Focussing on materials, composition.
Create a protective suit.
For me it was all about storytelling and composition. I kept modeling simple because I wanted to use Cycles. With low lighting conditions, so noise could be a problem.
This project was all about composition, rule-of-third, focus, guiding the viewer. Explaining why to use a protectice suit.
While the basis are very simple. The well is a simple construction. I've tried to add more details to this dark scene.
Focussing more on composition and materials. The scene is a bit dark, because I want to use candle lights.
I've tried to use the rule of one-third. Personally I liked the outcome.
Used a syringe as an object particle to populate this cartoon character.
Using textured pencils.
using textured materials.
Spend a lot of time on composition this one. It hard to tell a story behind the visual.
Trying to follow the 12 animation principles of Disney. And breaking up the animation in several camera shots.
Maybe visiting a prank store on black friday. "Yesterday, 70% off", "Used pranks", ...
I reused a lot of objects from other projects to fill the shop window. But not enough time to make it more realistic. Which is hard to do.
Minions are so simple in design. But very expressive in face and accessories.
Goal was to animate the snow particles, which is hard to do.
My goal was to create a cube and reuse this cube to build a random maze by just rotating the cube.
To give the cube somesort of dimension, I added a person figure. Also to give an indication of the different perspectives.
Visit the website of M.C. Escher
This was part of a weekly challenge.
I wanted to do something different from the default pumpkins.
And I'm a fan of Futurama Bender. So I combined those two in a wallpaper.
I like animation a lot. Which is also a lot of work.
I want to have a simple low-poly figure. Simple hands and feet, less armature to handle. And with other experiences, like the Cude Dude, it should be possible to give 'life' to this figure.
I call this one "Wannabe"-Knight.
I found this one a fun subject. I could add more details and naughty kid expressions.
And reused Bender combined a lamp as a wallpaper. The lamp was created as part of a tutorial in the GameDev.tv complete Blender creator course.
In my mind, I had a scene visualized from the movie “The Right Stuff”. Also used in the movie “Monsters & Co.” and probably in other movies too.
The first two, from the left, do use the same figure shape.
Then 'Cupido', the Orc, Mr. Alien and Cube Dude.
If you scroll down you will recongnize them in other projects.
Have fun, stay healthy and I wish you all the best for the new year. A merry Christmas and a happy new year!
Creating a donut with sprinkles.
Spend about an hour on this weekly challenge. Done with Eevee.
Reused my cartoon character and added some props.
And yes, he wears shoes. My low-poly figure doesn't have feet!
Mechanical fish, swimming in the air inside a tunnel.
Problems where the shadows and lighting. Especially those on the walls and floor. The lights point where fixed because of the used HDRI image.
It was a good study project.
The complex or carefully designed structure of something.
I choose the subject of space which was difficult to compose nicely.
I wanted to focus to material nodes and less on modeling and image textures.
The planet material is completely node based generated.
Even so the universe with stars.
I used Blender compositor to combine 4 scenes into one. The Universe, planet, planet blue halo and the space station. Partly to make the renders faster, because once the universe and planet was done. I could use the rendered stills and focus on the station.
Weekly challenge submission.
This was a difficult process. Slow renders, because of the noise (2.79 Blender).
Bad understanding of this material type in combination with modeling and interaction of different objects. Like glass in glass ...
It was a fun project to do. Because of the things I've learned. But now with the Eevee render engine available, things are repeated. You need to study how Eevee handles this subject.
In 2016 I started a Blender course on GameDev.tv.
It took me about a year to finish the Blender 2.79 version.
Nearly every aspect of Blender was explained, but not in every detail.
Since then I did also two other courses. Just because it gave me a lot of fun. And I learned a lot.
This collage presents some of the things I've made during this course. Targetting Blender aspects like modeling, hair, particles, animation, physics, explosions. And much, much more.
And as an additional design challenge, the number of vertices was not allowed to exceed 1000.
I created the fish first, so I knew the basic vertices count. And calculate the number of maximum fishes. Adding more details, means less fish.
I also did some Blender compositing manipulation. Merging three render layers into one; blue background, fishes and as third the light beams.
To get more experience on Blender texture painting, I created a small project to work on.
The mesh is fairly simple.
No difficult process in unwrapping these objects and adding texture paint on them.
Or adding material node configurations on them.
'T' texture paint, 'H' particles grass and texture images, 'I' texture paint, 'N' material nodes plus texture paint (bump map) and 'K' grass and flower particles.
I like the shape of this object.
And the intention was to make it old and worn out.
But then I didn't know how to do this.
Didn't know about texture paint and material nodes.
Maybe I should revisit this project. But there are so many other creative things to do.
But due to the tile texture on the floor and background wall.
A strange effect unfolds. The image tilts but it doesn't.
Only the wall material node tile texture has a rotation mapping applied to.
Hair is a difficult subject for me. It makes my renders slow (I have a simple laptop). So I try to avoid the subject. But knowledge about this subject is a must.
initial I tried to create a little Angel with wings (X-Mas challenge). But I canceled the project due to render slowness. I even tried Eevee but having troubles with Eevee setup.
A weekly challenge where I choose for a different style. Low-poly, flat faced models.