Please remember to state if your entry is pure, open or non-competing.
“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 and will be featured in the Feature Row.”
No Entry, pure, cycles 1024 samples, no denoise, rendertime ~1min, thought as an opposite to a light tower at sea. Used landscape and tree addon, the leaves are just alpha voronoy texture.
The platform is based on an idea I’ve had for a while but never got around to making it in blender. This challenge gave me the perfect excuse to make it. The platform fits into a yet-to-be-modeled abandoned sky empire, along with the Marketplace and several other structures.
Making the damaged look took a lot of geometry nodes, but I’m quite happy with it. The rubble on the platform is a combination of geometry nodes and the rock generator. The cloud generator is a modified asset from other weekend challenges. The depth-of-field is faked in the compositor. The platform’s material has more detail than shown in the final render.
Wait a minute… Who’s monkeying around with that meteor?!
Another Dead by Daylight themed submission! There are a couple of details I wish I could’ve spent more time on, but I started a bit late again because of a certain game that I can’t seem to tear myself away from
Subdivided cubes, procedural textures. The upside of posting late is I get to look at everything and mash the heart button
It took us a little while and some research, to figure out the game. But with the help of my children, we are pretty sure it must be “The Walking Dead”. I never played the game but I watched a few seasons of the series a few years back.
Modeling and texturing all those models and characters must already have taken quite some time. If you find some addition time you could try tweaking the lighting. Unless you went for a game look on purpose, lighting can be a great and relatively fast way to tune up the realism.
Hahaha yeah my experience with lighting is pretty minimal, it’s definitely a pretty weak skill of mine. Most of my experience comes from working on mod teams where I just do stand-alone characters and props, hand it off to a level designer, and say “Lighting’s your problem, not mine”
Unfortunately I’ll be here at work til 30 minutes before the deadline, so it’ll probably stay like that. I’ll edit it if I get home in time. In any case, I appreciate the input and I’ll make more of a conscious effort to improve my lighting in the future!
Weird thing was - I was hung up on the problem that for some reason, the light died out about where the shoulders’ shadow was. After searching documentation and such for over 3 hours, I could not figure out why. For some reason I extended the floor about 3 times further than the edge of the frame, and suddenly that light distance limitation disappeared (or rather, moved beyond the edge of the frame). I’m not sure why the size of the object should limit how far the light travels to hit it. I couldn’t find any settings or clipping that would dictate this…