Bottled
Pure entry, 1000 samples. Took me a while to get something I was happy with. I promised myself I would finish this today.
Bottled
Pure entry, 1000 samples. Took me a while to get something I was happy with. I promised myself I would finish this today.
“Not so far ?”
Pure (Eevee)
The character, Bernie, a kind of hermit crab, comes from a cartoon: “Zig and Sharko”

That is why I usually launch Blender at about 01:00 in the morning. It helps to keep that promise and finishing the entry before the sun is going black (black!).
Look out!
you read the scroll 
“OceanMaster 2”
Open (Eevee) (bunch of textures used)
Some errors left here and there, mostly around the top panel text. Turns out getting correct procedural material isn’t easy.
Probably done for this one.
Currently without most of the materials, but the idea/blocking is more or less done.
Since I was super inspired (cough cough) and last thing blender-ish I saw was a hard surface tutorial, I went with a machine for generating ocean. Turns out it’s pretty fun.
To fix:
Do not like the black shadow on the back of the guardrail, add a rim light?
Do not like how the sea is meeting the frame, sculpt it ?
All the potentiometers point to the same value and the cursor isn’t very visible. Add a white band on the cursor?
Some sharp edge here and there.
Missing a power plug ? probably won’t add it, I can cheat and say it’s behind anyway, no turntable planned.
“Steampunk Sub”
Competing, Pure, Cycles 128 Samples, 2.79
MayDay - Fear and panic offshore
Pure entry
My second entry in the weekend challenge. Probably the largest scale scene I have done so far. Biggest problems i ran into:
Ocean modifier; at only 26 res the ocean plane is already at 35 milion verts, making things very slow. Also there doesnt seem to be a way to randomize the repeats to make it look like 1 big ocean instead of just an array of little oceans
Smoke domain: Low res bakes (below 150) seem to have a more realistic smoke while high res bakes (300+) have much better looking fire. Did a bake on 400 res but the smoke seemed really small and weird so I ended up using a 200 res sim instead. Better smoke but making the fire look “pixely”
Mist pass: Apparently its not possible to use the mist pass when also using volumetric materials (smoke). I ended up removing the background scene because without the mist pass the perspective and depth of the scene looked really weird
All done in Blender 2.8 Cycles. Used 1 hdri and 1 pbr material and everything else was done procedurally
Well I think I already see top two entries in the running. Awesome render!
Well, I couldn’t get this one completed on time. I will enter it as it is:
Oil Platform
Pure, competing
This was an interesting theme to do. I spent a bit of time on oil platform research. The render follows some of the things I found, but there still are many parts that need fixing.
Captain Kettlehead
Captain Kettlehead is a fearsome pirate (well, she would be, if I had finished her pirate ship…) who is known for ruthlessly rebranding open source projects and selling them without source code. Right now she has a bunch of copies of Blendarr 8.2 or her cargo hold, ready to be delivered to poorly informed victims. Shameless!
On the distance she spots with her telescopic eye a lone sailor in the ocean. Now that should be easy loot, she thinks. Full speed ahead!
I need to figure out how to make procedural skies…
Here is my non-competing entry…
THINKING OF MONDRIAN AND ROTHKO AT SEA
Pure Blender 2.79, Cycles, only procedural textures.
A very quick and simple project inspired by the artists Mondrian and Rothko:
RobertT
The Three Duxplorers (Pure)
Yes, it’s three rubber duckies sailing a bathtub on an oceanic hot tub.
(Rendered in Eevee)
Trouble at Sea
Pure entry, competing, cycles. Everything modelled in Blender. Backplate and HDRI from HDRI Haven, wood texture from Texture Haven.
It was a lot of fun experimenting with different modifiers to create the tentacles of the octopus. Eventually I settled on a small piece of the tentacle, then a curve (round shape) → array (using an empty) → subsurface → displacement → curve (tentacle shape). Other than that, everything was fairly easy to model. Settled on a sort of cartoonish boat shape after a few different attempts to model a more realistic sailboat. I thought the sailboat would be a cute idea and I wouldn’t have to model a full, large-scale ship. Blender 2.79, 500 samples, image adjustments made in Affinity Photo.