“There are two main goals for these contests: Fun and Glory.
Fun: You get only 4 days to create a cool image, based on the theme for the week.
Glory: After 2 days of voting, a winner is declared. The winner picks the theme for next week.”
Please remember to state if your entry is pure, open or non-competing.
For details please check out the: CHALLENGE RULES
Btw.: Comments are welcome in both threads (entries/voting). Have fun!
I just remembered my entry from #693 “Foresight” (2016).
I guess, we might just as well start this one off with a little recycling.
(Not an entry, of course.)
Pure entry, 32 samples & compositor denoising in 2.83.1. Composition is a gratuitous abuse of the Rule of Thirds, 5x8 aspect ratio. Thing I did for this that I’ve never done before: colorwash overlay on the environment texture (studio.exr again) in the World nodes.
K I sorta went and changed my entire mind about my submission. Last entry would have been open anyway, because of the textural pbr used on the cloth and eh.
This is what I would like to submit.
The Artemis Helmet
This is a pure entry. Everything used has been made in the last 3 days. Rendered in Cycles, with 512 samples and AI denoising on.
Nevermind myself, I’ve altered the camera angles and added effects that make the headspace feel crazy. The helmet was crazy cool, but now the man inside it also feels unhinged. Same render settings as previous, Cycles at 512 samples.
You know where to find Them…
Pure: all textures procedural, rendered in Eevee @ 256 samples and 4k (noticed very very little difference compared to 32 samples)
Alittle wip…
Added some mist/fog by both volumetric and also mist pass; and because of that the bands in the hats where not as defined as i wanted them to be so the Emmision setting in the principle BSDF shader was used to make them pop alittle. The right room has one light, the other two rooms have three pointing at different angles to get the shadows and “god rays” into the hallway. The padding of the cell rooms was modeled and then textured to make the walls alittle dirty. For the floor i wanted the “expansion joints” in the concrete and also wanted them to be alittle uneven so used a brick shader into the displacement node.
Introducing “the Symbiosis” – an organic and affordable hat for all styles and ages! This is a pure entry, everything except the hdri lighting was modelled and textured procedurally in Blender. Edit: i fiddled with it to make it look better, adding some other hats and some cloth to make it look more like a store. Rendered in Eevee. Link to .blend file.
(The Symbiosis is a registered trademark, property of Hatsur incorporated (“Hatsur”). Hatsur is not liable for any personal injury that may result from improper or proper use of the Symbiosis. By using the Symbiosis, the user (“you”) agree to have your life and blood drained from your body, and to have your soul transported to Hatsur headquarters to toil for eternity, please read our privacy policy at www.hatsur.hats for more information. Please remember to use sunscreen in areas of your skin that are not covered or shaded by the Symbiosis.)
Art Details:
Pure art with procedural texturing (voronoi texture for wall and wave texture for wooden ground with color ramp), Rendered in cycles, single point light.
Actually, that gorgeous shell is just in your head, as well. You really wouldn’t want to see it when it wakes up in the morning.
To be honest, this is an awful model. It is ok from that perspective, but it is out of focus for more than just artistic reasons. I didn’t even clean up a bunch of overlapping polygons in the center:
Over the years, I have done a lot of weekend challenge snails. Trying a new approach at 4AM probably wasn’t the best idea. Be that as it may, this was just good old poly modeling (in a hurry). I used a spiral curve as a base, converted it to a mesh object, added a few faces and edge loops, fixed what really needed to be fixed and went on to tweaking material and camera settings straightaway.
Thank you so much for sharing! I think the shell is prettier for it’s imperfections! It looks more natural and real, and it’s also a lovely takeaway for me as an artist to remember that finnicking over making every angle exactly perfect might both take a lot of time and actually hurt the end product.
(At least that is most definitely the case with organics. I’ve been doing a lot of hard surface and it’s a lot of angle perfection )
The zipper too ooo it’s exactly what it needs to be and nothing more it’s perfect. Gordon Ramsey “simple ingredients cooked well”. Did you also use curves for the opening, array cubes along them, and then make the curves real before modelling the hat?
You are certainly right about imperfections. They can actually help to sell the illusion and save a lot of resources at the same time. It all depends on the amount and type of imperfections. And the weekend challenge is a great opportunity for practicing ‘imperfection management’.
I actually did this the other way around. I modeled the hat (poly circle + inset/extrude faces + mirror and subdiv modifier) and cut a hole into the top. After that, I converted the hole’s edges to curves for the cube arrays.
Wow, I have been underestimating the power of having a fluid understanding of converting between curves and vertices. That subdivision is so clean for what look like n-gons too. Thank you for sharing your knowledge.
I’m also realizing that I’ve been doing myself rather a disservice from not engaging with this community early on in getting into Blender. This place feels, much like Blender is an open source software, like an open source university campus. Nice to meet you