Please remember to state if your entry is pure, open or non-competing.
“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.”
@Helge This may sound weird, but how did you make the tentacles? It seems too random to be a hair system or hand-duplicated curves, and sculpting would take too much time. My last bet would be some hackery with the sapling add-on. Or maybe Python, if you have code for working with curves at hand…
Don’t be. Actually, this is just a low resolution UV Sphere. I extruded (and rotated) all the faces (at once) about three times and left the rest of the work to two Subsurf and one Displacement modifiers.
i would create a bezier curve and make all bent like a tentacle. Then apply the depth to give it physical properties and then convert it to mesh. then at the end of one end of the bezier curve alt select the edges around it and enable propotional edition to a decent size. Then scale the end down to get a single tentacle. Do the same prosess a couple of times say 2-4 times and then add a particle system to the object you want to make the tentacles come from setting the render to collection and bam tentacles!
I like to make tentacles by taking a uv or ico sphere, subdividing it, and using the snake hook sculpt tool to extend it out. Then you can add as much detail as you want through sculpting and all the tentacles can look really unique.
@Helge Nice, I hadn’t thought about using a sphere! Although looking at the screenshot this seems to work only from one angle. Which, of course, is a perfectly acceptable limitation for these challenges.
@object Yeah, but because of the particle system you still get equal-looking tentacles.
Also, you can change the radius of individual segments of a curve, no need to convert it to a mesh.
@tylerkjkjkj Yes, if you want nice looking tentacles, sculpting is the way to go. But I don’t think Helge spent more than 30 minutes on the example entry.
Nightmare in town
Pure, eevee, all made in blender. The monster is sculpted and ended with 200.039 faces, after unwrapping i tried to texture paint it, but my pc needs just seconds for a stroke :cry. So all made with vertex paint (was slow too but works) with color, light and rough map. And why is there still the bug if you try a stroke with new settings and undo, the settings are gone
Pure
Amended. More detail added to the ship and smoke. Tilted the fog texture to reveal more of the ship. Adjusted sky for more mood. Moved his left arm for a better pose.
Pure entry, Cycles render, 32 samples & compositor denoising in 2.91.0. Composition is central / Golden Sections / Phi Grid, 5x8 aspect ratio, 85mm camera. Thing I did for this that I’ve never done in Blender before: modeled, uv-unwrapped, and rigged a tentacle (with the help of this and this tutorial).