All posts tagged 3D

Here's a small update to my lighting test scene in Blender.

I'm also using this post to test the social media publishing functions on my blog, so if you came here from Facebook, Twitter, or Google+, then I guess it worked!

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I created this image as kind of a test to see if I could replicate the lighting and atmospheric look of some of the levels on Mario Kart 8 - which I don't own and have never played, but which I nevertheless find to be utterly beautiful. I think it's pretty close, but I'd probably have to make some really fantastical landscapes to see how it really compares. Perhaps a future update?

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Abstract Landscapes

Martin · 9 years

After reading through a post by a fellow Blender artist, I decided I'd try my hand at making some abstract landscapes in a similar style. I used similar texture images sourced from Bing's image search for cauliflower, cauliflower fractal, and pomegranates. These images weren't terribly difficult to make, but it was enjoyable and educational, nonetheless. I'll be making more of these in the future, I think. It's fun to see what sorts of alien landscapes images can create when you use them to generate particles and geometry displacement.

Maybe someone out there might like to use them for their desktop wallpaper!

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Abstract Exploding Geometry

Martin · 9 years

A friend of mine wanted a background for his new phone, and after way too much time spent thinking about what I wanted to make for him, I had a revelation while working on a similar project for an Xbox One theme. This image was created in blender using a basic cube and a bunch of modifiers to add geometry, displace it, and make it explode.

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Rooks Render

Martin · 9 years

After seeing some renders by Oscar Leif via BlenderNation, I decided I'd try my hand at some of the techniques on display there: environment lighting, some simple node materials, and using texture nodes to create a checkerboard effect. After playing around a bit, this is what I came up with - a lineup of rooks using different materials and then rendered with environment lighting from an HDR

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I've made quite a few geometric changes to my "Parks" Blender scene since the last update, but unfortunately, most of those are not visible in the render camera that I've been using to post project updates. I've made other changes that are very noticeable however, as you can see here.

In this version of the scene, I've replaced the old single-source sun lamp with an HDR environment lighting setup. The result is a much softer look to the light, but also a more realistic color. I've greatly reduced the saturation of the background color here as well.

I'm not sure if I'm ready to say this is how the lighting will look from this point forward, as I kind of liked the garish look of the bright blue, and the hard sunlight from before. Still, I think this was an interesting experiment, and may lead to a better lighting setup for this project in the future.

The image data I used to create the HDR lighting can be found at the HDRLabs HDRI archive. I used the one called "Bryant Park". They've got a wonderful collection of HDRI images there, all graciously provided for free. If you're interested in this sort of thing, I highly recommend it.

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