Something super quick just to add something. Just spent the last two days modeling for the CGBoost challenge and I’m modeled out. A quick thanks to everyone on here. I really noticed my speed and material application knowledge way up. I have to attribute that to these fun challenges making me look at new procedures and techniques. Different skill sets for different areas of 3d art.
Was pretty disappointed noticing I missed the “Ancient ones” so I had to make it up for myself
“Alchemist” (how original!)
Pure, Cycles
(I always assumed that using a few freely available textures and still tweaking them should not be a problem for “pure” classification - as discussed here above)
I went and rendered out my scene with more samples to get rid of the rough volumetrics. It took 1 hour to render and looks so much better. That was the only thing I changed and I updated my original post now.
Not sure what everyone else thinks about it - whether it is considered submitted now or earlier. You can compare the images there if you want. I don’t mind what happens, really.
“The OG’s Of Moonshine”
Open: Used the MTress add-on for the trees and MakeHuman for the people, also the ground and moon where a few downloaded textures which i merge and mixed together.
Rendered at 4k with Cycles and 384 samples along with using the AI denoiser.
Ended up turning into more of a Wiccan scene ( with beakers ! ) rather then a Alchemy, but who’s counting
The bubbles laying in the moonshine where an array of balls dropped to a collision plan, the floating bubbles are a particle simulation along with both fires. The sky, clouds and stars are procedural and used the World properties to add a scattered volume to create the mist (at .015). Did a little playing around in the composition tab, ran the mist into a mixer to control it a little more and used a color-correction node for the main scene.