This was (or actually is) my entry for the 3d-modeling/art contest arranged bi-weekly by 3d-hobbyists of Pelit.fi forums. As you may have guessed, the topic for this particular contest was “Factory”. I just decided not to create a big modern factory but something older and definitely smaller.
And before you say anything about it, I know that building is not casting a shadow over the grass. It seems that raytraced light doesn’t cast shadows over static particles (at least I think so but I may be wrong) and since deadline was already catching me up when I found out about my mistake, I didn’t have enough time to correct the problem. The same “deadline is coming” explanation goes for the bush on the left side of the image. It shouldn’t be so dark, but I noticed it just after the final rendering and I didn’t really have enough time to make a new render. But still I like this image very much. One of my best ones so far.
Trees were generated with TreeMaker http://www.treemaker.nl (seems to be offline right now), then imported into my scene with 3ds import script.
Smoke is just a simple particle system with cloud texture and grass and those smaller bushes around the scene are made with static particles. Basically I just made a copy of ground plane, used it as a particle emittor, made particles static and then played with different particle options until results looked good. And of course I also made a halo material for it.
I couldn’t find any particle grass tutorials, but the usage of static particles is explained well enough in Blender documentation so that you can easily use them to make grass.
I did have plans to make the factory more detailed but I just ran out of time since I started this project only three days before the deadline (normally it would have been more than enough for this kind of simple project but I only have couple of hours of spare time per day at maximum). If I only had decided to participate this contest bit earlier.
Hmm, that yard at the left side of the factory is a bit too simple too, I just used vertex colors to make the ground material. Maybe I should have used a bit more detailed texture with it.
Thanks for the comments and critique. I may someday create a revised version with corrections you guys suggested but presently this is the final version since this is the version I used as an official entry.