Showing posts with label Blender. Show all posts
Showing posts with label Blender. Show all posts

Sunday, February 7, 2016

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Rendered with Cycles branched path-tracing with 1200 samples for volume, 125 samples for diffuse and glossy, and 15 samples for the rest. Denoised with ms nlmeans c noise2 within G'MIC.

And here's one with a Lamborghini Countach in it, because why not.


Friday, April 17, 2015

Minerals

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Wednesday, December 11, 2013

(semi) Final Low-Poly AKS-74u Kobra model

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This model was made as a part of a personal low-poly asset creation pipeline study.


The tape on the magazines was particulary fun to make.

I should probably fix smoothing groups in the bottom of the green plastic grip, as well as the terrible seam on the top of the receiver (it cannot be seen in the pictures above (on purpose >:3).
Also next time got to avoid excessive amount of UV seams on round shapes, like on the barrel in this case; and probably should use blocker mesh for Normal map baking to avoid overlapping.

The model consists of 5801 quads and uses 4096x4096 px resolution Diffuse, Specular and Normal maps.

The images were rendered in Marmoset Toolbag 2.0 real-time OpenGL (?) render engine.

Monday, December 9, 2013

Advanced Texturing Round #2

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Sunday, December 8, 2013

Advanced Texturing

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I came up with a new advanced texturing pipeline that exponentionally saves time on texturing.
The model below is an AK-74u. I am not really a "gun person", but they usually have decent amount of texture on them and I've never modelled one before.


The model consists of 3495 quads.
Both of the pictures are rendered real-time in Blender 3D viewport.


And here's one of the 5 texture maps


Thursday, July 25, 2013

Lightsaber Hilt

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Done in Blender Cycles with experimental texturing method.

Monday, June 3, 2013

Update on Lamborghini Countach

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Sunday, January 6, 2013

Lamborghini Countach

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Greetings! I decided to bring back some life to this place by sharing my progress on latest project. I couldn't say that I am a big fan of Lamborghini Countach , but still it has some of that retro-iconic vibe into it that I fancy a lot. Render took about 20 minutes. I even modeled major parts of the engine block, exhaust systems and even brake/suspension systems. It is still too early to call it finished, but I am near to it. Rendered in Cycles with 3000 samples, and 8 Clamp


Friday, September 14, 2012

Carnival Mask

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Monday, July 2, 2012

Grassfield

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Managed to (almost) recreate grass scene from Nature Academy by watching timelapse videos

Thursday, June 28, 2012

Fireball Simulation

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Friday, February 24, 2012

Interior render

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Friday, February 3, 2012

Su-37 Terminator

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Sukhoi Su-37. The most agile aircraft to never be mass-produced. It introduced 3D thrust-vectoring and amazing post-stall maneuverability. It ditched the front canards and evolved into Su-35 which is now the backbone of the Russian Air Force fighter fleet.




Here's composition breakdown:

Saturday, January 28, 2012

Skin Shader node setup

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As requested, here you go, guys

If your model has a texture, plug it in the diffuse node "color" input, and then plug it in the "Roughness" panels via the math convertor (as shown on disconnected node) it gives you more control over your grayscaled textures.

If you're here from Deviantart, please, tell me who I have to thank to for all the traffic!

Saturday, January 14, 2012

RealFlow

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Got my hands on realflow, unfortunately, it is possible only to have one frame of fluid simulation imported in blender, I hope someone could write a script for multiple .obj import for each frame, otherwise it would be a huge work to import each separate object, render it, and repeat process about 250 times. However, here's a screen from my first attempt. I went for more artistic render, stay tuned for turntable animation.

Friday, November 18, 2011

Penguin stuff

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Textures are hand-drawn and are about to get replaced, model itself is in WIP state, still need to clean up model's topology and create hi-quality textures, but it is fully rigged, at least...
Rendered in Cycles

Thursday, October 27, 2011

Cycles "Spped-Claw" render

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I love how Cycles makes everything HI-quality
Updated model:


Thursday, October 20, 2011

First rigging attempt.

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Monday, September 19, 2011

Physics based headlights

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After a brief headlight anatomy study, I came up with a way to create a pseudo-realistic headlight behavior.
Don't pay attention to modelling, it's just a testscene

And closeup render