Entry closes on Monday, 22:30 GMT (Mon, Jan 27, 2020 10:30 PM)
“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!
Ah, I like the sounds of this theme! I already have an idea for it. I’ve kinda been on a DC universe kick since I decided to switch out my Netflix for them for a month. Lots of good stuff, probably going to keep it on them for a bit! Anyway, I’ve already got an idea as long as this weekend isn’t too busy. I’ll keep updating! Looking forward to what you all come up with!
Edit: Really had to rush this one, but glad I got it done!
I got an idea for this one, my cousin posted something on her face book that relates to this .
At first I was thinking about cell fracture but this one is better.
I can join this WC rendering for a job and opened another instance of blender to model during rendering.
Two textures one For the butterflies and and for the rock beside the mud.
I use a custom node setup I made for the butterflies this morning to get them at different colors.
The mud is procedural.
The texture on the skeleton is procedural.
The trees are tree sap with procedural textures I was trying to turn the textures 90 degrees but I couldn’t if I could it would have looked better I’ll try to fix it later so I’ll have a procedural tree texture
The ground was sculpted
The butterflies are on partical hair with the plane proportional edited on random to make the them look like they are at different heights.
Blender 2.81 Cycles + Compositor
256 samples (denoised)
I used the lens distortion node quite aggressively in this scene. You can see the intense colours and chromatic aberration in the image.
The darkness help to hide the lack of textures in the scene. A lot of the surfaces are just a simple principled shader.
I will probably update this submission later as I am not entirely satisfied with the shattered glass. Perhaps a procedural node-based solution would work.
Edit: Updated my submission.