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.
Non competing pure entry
“Brooch of Typhon”
This based on the symbol of chaos with snake heads representing Typhon, a snake headed giant, from Greek mythology.
As @Helge said this is about trying new things. This is the first time I´ve done texture painting in Blender and I really enjoyed it.
Yeah I agree, texture painting is fun. It’s almost up there with sculpting. Something satisfying about pushing a blob around at will to make something. Same with texture painting, so satisfying to paint something and it comes out the way you want, and not having to rely on texture images.
I ran out of time and so pulled this together instead. Hopefully not too easy or difficult (Mugo is in there) - took almost 12 minutes to render so I am not sure if I will be able to get a higher res up.
[I made Mugo more distinctive and the image slightly larger]
I wanted to write a greeble script, but I had to settle for something I could finish in like 3 hours. I’ve always wanted a displace option that takes into account the mesh density. This script displaces each vert individually as a percentage of its shortest connected edge. There are 2 parameters, displace strength along the normal, and displace globally in x,y,z. Currently it it still possible for the script to return overlapping geometry on thin geometry, like suzanne’s ear, as the script does not check for verts nearby in 3-d space but far away in edges. The script creates a duplicate object of the active object and will not alter the original object.