All posts tagged Blender

Cereal Bowl Animations

Martin · 168 days

Mostly happy with the cereal piece for now, though I plan on making more. Couldn't help but try out some physics sims first, though. Fill 'er up!

I tried making the bowl an active physics object in this one, but Blender does not like my mesh, so it gets a little jumpy. Fun to watch anyway, though.

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I've been continuing to dig through my old Blender projects lately, and like the Piranha Plant I did a month ago, this Blaster Master tank looked primed for a re-work.

So I spent some time yesterday adding new details, re-working materials, and fixing some things that looked very unfinished in the original work. This is the end result!

The scene uses a mix of images and procedural textures, and I had a great time roughing things up. You can see it from all angles over at Sketchfab.

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Piranha Plant Render 2022

Martin · 1 year

6 years ago, I posted a render of a piranha plant I modeled and textured to practice Blender. It isn't a bad render, but the procedural materials look a little rough and I wanted to revisit it and see how I could improve it.

This is the result - an updated render with a blend of procedural and texture-based materials and employing all the stuff I've learned since creating the original.

There's probably a little more that I could do to clean it up, but overall, I'm pretty happy with how this one turned out. I might have to revisit some of my other older projects soon to see what I can do!

If you're interested in inspecting this one from other angles, you can see it on Sketchfab.

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Parks Test Render 4

Martin · 1 year

Here's a fourth update to the most recent version of my Parks project in Blender.

I've added and moved a few elements here and there since the last version. The biggest change is a little more under-the-hood, though it is obvious when you compare the images directly; I've re-worked the core of my water shader/material.

It's still not quite where I want it to be, but the ripples look more water-y to me, and it's now a lot simpler in how the effect gets built. It also plays nicer with the waterfall objects, which were looking a little too much like plastic to me in the last iteration.

Since the last version, I also had an opportunity to explore the scene in VR, using my Oculus Meta Quest 2. The scale of things looked mostly okay, but the "small" hedges, which are meant to be about waist-height, are almost as tall as me! So, I'm sort of entertaining the idea of re-working those. And then back to building out the rest of the scene and adding some more park objects to it.

I also did a test render of a different lighting setup that I thought was cool. Check this out:

This is a night/sunset scene, and I can now make all the windows light up with just one click, controlled by a world variable in Blender!

I'm not sure which I like better, honestly. But it's easy to switch between the two setups, so I'll keep plugging away and experimenting. If I end up going with the latter setup as the final, I'll have to tweak the color corrections a bit - there is a lot of odd pink-ish banding in the highlights.

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Parks Test Render 3

Martin · 1 year

This render is coming along!

I wasn't happy with how the volumetric material for the waterfall splashes looked, so I re-did those. I also pumped up the red and yellow contrast in the trees, and added some hedges.

I want to make some additional objects, like benches, lights, trash cans, etc. but I'm a bit worried about the can of worms that might open up. I've never done a proper scale test with the parts in this scene - that is, I've never dropped in a 2 meters tall human shape to see how things look in proportion - so I've been reluctant to add objects like that.

Just eyeballing it, things look mostly right. The hedges seem a bit chunky, maybe. Editing the width of them would be a pain, but... now I'm tempted. Maybe something I'll do further down the road.

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Parks Test Render 2

Martin · 1 year

Here's an update to the test render I posted last night!

I've made some changes to the way the park is laid out, mostly on the lower canal level, changed the camera to be isometric, and adjusted a few other things.

One of the bigger changes is the atmospheric effect and coloring, which is all currently being done in Blender's compositor, with color correction, and glare. I don't usually do it that way - I usually do color corrections in Photoshop - so this is sort of an experiment.

More updates to come, as I have time to work on this more!

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