Tuesday, July 12, 2011

Fire and Ice

The theme for this challenge was opposites, so i decided on a piece of burning ice. The flames used a standard particle system with the individual particles set to a halo texture. The texture itself was keyed to an ipo, allowing the flame particles to change color as they rose. Most of the water was modeled, except for the droplet hitting the surface.
Some thing didn't work out as well as I had hoped. The texture of the ice didn't show up very well though the coating of water, and the flame looks a bit unconvincing.

Kitchen

This was perhaps my most ambitious entry to the Weekend Challenge yet. Created using multiple objects, a ray mirror for the floor and pans, a particle system, soft body and alpha transparency for the curtain, and ambient occlusion to aid the lighting. I don't usually render at this resolution, but I wanted to show as much of the detail as possible.

The Fountain

This was created through use of Bézier curves and spin functions. The grass owes a lot to a tutorial I found at Blender Guru. The material textures for the stone were mapped an empty, I've found that empty mapping works very well when using multiple "instances" of an object, as I did for some of the parts of the fountain. The water was created through Blenders internal fluid simulator.

Blaster

A sort of sci-fi pistol with an enhancement add on. I was inspired to model it after reading the first part of Blender 3D 2.49 Incredible Machines.

Monday, April 25, 2011

Voyage to the Sky

Another challenge where I reused my model of Badurial. The fade out effect of the mountain could use some work.

Tuesday, April 19, 2011

A Better Mousetrap

Working with the ray mirror effect. By now I've pretty much gotten into the habit of mapping the textures on a wood material to an empty.

Sunday, March 6, 2011

Picture Perfect

I decided to have a go at modeling a camera, partly to refresh my inorganic modeling skills.