It’s been 4 years since i posted on this forum, a lot of things have changed since. I’m happy to see the community and especially the weekend challenge still thriving.
So i am now a 3D game artist and i thought about participating this week, my entry is “game-ready” and is rendered in real time with unlit/transparent shader.
There is only 6K vertex for the scene and I used blender for everything (Baking, Drawing etc…).
Sorry that this piece isn’t as chaotic as I had hoped, the idea was to show how even within chaos, order can exist, sometimes even flourish. Because even in a chaotic universe, if life exists, order exists.
This is my first weekend challenge so this was fun! I hope to be apart of more of these in the future.
Hope you like it!
My entry…
Title: Chaos at the Mental Hospital
Theme is chaotic (as you will notice it is distressing and it dives from one frame into the other).
Non-Competing (due to it being a bit on the dark side, plus it being a video, and it only carries 66% new stuff that I didn’t model and texture previously). All original art done by myself. Texturing done in Substance Painter and everything else in Blender. Audio is done using GarageBand and carries original work (no stock)
Flyers, drowned to depth Divers, thrown to draught Anything you deem worth, undone Everything would flee forth, (un)to doom
Pure entry. Cycles 256 samples, procedural textures, compositing in Blender, all models are new.
Continuing the story on WC #790, still featuring the Siren Queen, now with her seals fully broken. Been thinking to also include the escort ships (destroyers, frigates, submarines) but modeling the carrier itself is already a huge mountain of work, not to mention the aircraft, so let’s just assume that she has mowed down all the escorts first before finally going after the big boss. Btw, the water/sea effects didn’t turn out looking too good. Those ‘tentacles’ in the background are supposed to be water columns, in case you are wondering (something like in the 2D reference artwork).
“Explosions, Flying cars and Fancy suits. What’s more chaotic than that?”
Title: Cool guys never look at explosions PURE ENTRYOPEN clamping, denoising and 500 samples
Making the explosion was a real challenge but it was harder to wait the longest render I ever did (13 hours)
Pure entry. The entire mesh was generated by a script I wrote during the weekend. Everything was made within Blender using only procedural textures.
The method used to generate this is similar to cellular automata, but with some changes. Cellular automata tend to be very sparse, with almost all pixels being black, which is ok for animation, but looks really bad, specially in 3D.
What I did instead was to make the automata walk around 3-dimensional grid, marking the way they took, dying and generating new automata based on some fixed rules.
As soon as I get a nice starting configuration I’ll post the script here. It is not very big.
Thanks For decades I’ve been avoiding human heads and faces, but with @FlyingBanana catching up on some basics I decided to follow his example and give it another try. Let’s see where this leads me. (After all, the weekend challenge is a great place for conducting experiments and learning new stuff.)
Until then I’ll keep hiding things in volume scatter shader fog and dusty particles - just like this time.