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.”
– UFOs –
Debris using Cell Fracture addon
Purple tendrils using Extra Curves addon
Metaball blue blobs as a particles on the tendrils
The frame, the structure with the curved holes, is made using the Wireframe modifier then subdivided to level 4. With the two frames the scene has 2.4 million polygons. Without it has 373,000.
Hull damage with Boolean and a dented copy of the frame.
– Rocks –
Cell fracture addon and physics
Note: The fractured pieces would always explode instead of fall into a pile. Nothing I found on the web worked. I made a box to put around the fragments to contain the explosion and drop them into a pile. I moved the fragments into position over the ground and in the box but the explosion did not happen. The fragments fell as I wanted. Not sure if the box or the movement fixed it.
Rock Generator script and physics
Be sure to set Display Detail to the same level as Detail Level or you won’t see an accurate preview of the rocks. This crashed often. I made the rocks in a .blend of their own for reuse in CG projects and appended the collection to the X, I mean UFO, file.
– Trees –
Particle system with Sapling generator tree
– Ground –
A.N.T landscape addon.
– Beam –
The light beam is an area light disc shining through a sphere with principled volume shader under the UFO. A point light illuminates the light well on the bottom of the UFO.
– Materials –
Only the ground texture is an image. Others are procedural.
I got that NIN album… haven’t listened to it for ages though
Just read that Trent Reznor won the 2021 Oscar for the soundtrack of the Pixar film “Soul.” Here it comes full circle and we are back to 3D art
Turn on smooth shading on UFOs and its elements (cockpit).
Try one global light source: sun, maybe shade of blue, play with strength (below 1), this can give you nice shadows and moon-like light.
I think every tree has the same Z axis position, randomize it a bit, try to add clumps of grass.
…and some small rock here and there, maybe small pond of water for reflecting flying UFO?
I’m not sure what lighting you’re using, but it just looks a little flat to me. What I usually do in that situation is dim my world texture and add in a strong(ish) directional light like a sun light, or just try changing the direction of my lights. I’m not sure if you’re using eevee or cycles so it might not work very well. Just play with it a little. Also, volumes really add depth to large scenes. It looks like you might have some, but you could also try adding some mist, either with a large cube using a volume shader with low density or in compositing.
“There’s some damage to the leg, but it’s still moving. Hit it again.”
Pure - Everything was built this weekend apart from the out of focus foreground character (a 3D scan) and a dark background HDRI.
I’ve been learning Blender’s sculpting tools, and have just bought a new graphics tablet, so I started by building an abstract block of armour and using sculpt tools to damage it, then procedurally textured it so the damage cuts through the paint. Then I blocked out the rest of the tank, added a little detail by hand and with random flow, then lots of procedural shading.