Hardcore Modeling!: 30 Days, 30 Models: PLATINUM

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  08 August 2006
Hardcore Modeling!: 30 Days, 30 Models: PLATINUM

I'm entering this challenge on the Platinum level


General Information about my entries:

I'm going with the "Pick and Choose" category as per Roberto's rules.

I will use Blender to model and render each entry. The internal renderer will be used. Blender's built-in render nodes network might be used occasionally to make slight gamma/levels/color/sharpness adjustments in final renders.

Any text used in images will be Blender's default internal text. Models will be shaded using basic Blender materials.

A three point light setup will be used in most cases. A shadow buffered lamp will serve as the main illumination source.

Images will be saved directly from Blender. No external post-processing in another application will be necessary. Images will be saved as JPEGs in the 70 - 80 % quality range, so artifacts may be present in return for faster loading images. Images for this project are being hosted at imageshack.us.



* * * * * * *


FINISHED ENTRY #1: ART BRUSH

For my first entry I'm working on an art brush, more specifically a fan brush.


BEAUTY RENDER:


image link - please click to view 1200x1600 render


ORTHOGONAL / FRONT / BACK VIEW (IDENTICAL):




ORTHOGONAL / TOP AND BOTTOM VIEW:




ORTHOGONAL / SIDE VIEWS :




ABOUT THIS PROJECT...

Modeling: 20 minutes
Lighting: 5 minutes
Shaders: 10 minutes
Total design time: 40 minutes
Render time: Beauty render at 1200x1600/highest OSA/AO/shadow buffering samples: 25 minutes; three orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: less than 1 minute each
Application used: Blender 2.42
Comments: Hairs were modeled through extrusion, duplicated, then rotated using Blender's 3D cursor as a rotation point. Upon completion of one layer of brush hairs fanned-out, an additional layer was created from that mesh, then scaled and proportionally edited to give the brush more of a realistic appearance.


Thank you for viewing my work,

RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud

Last edited by Robertt : 09 September 2006 at 08:18 PM. Reason: fix link
 
  08 August 2006
Robertt.. great start.. very realistic looking.

Just wondering where's the link for the daily selections end of the challenge at?
And if I'm gonna enter this challenge.. which I really hope I do... I'll probably use Blender too!
I've only downloaded Blender the other day.. so it would be a great way to get to know the app if I enter this challenge.

Keep up the great modeling Robertt.

James
 
  08 August 2006
Thanks, polybuilder! I believe Roberto is going to post the daily model selections in the Hardcore Modeling Challenge Forum.

The main list of topics is here, which is also a thread I think where we have to post links to our own WIP threads (like this one that I'm in right now).

If you have any questions about Blender, be sure to check out Blenderartists.org and use the search function to find answers to common questions. Lots of friendly and knowledgeable people there too

Best of luck with your entries, and have fun!

RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud
 
  08 August 2006
FINISHED ENTRY #2: OIL TUBE


BEAUTY RENDER:



image link - please click to view 1200x1600 image


ORTHOGONAL / TOP AND BOTTOM VIEW:





ORTHOGONAL / FRONT / BACK VIEW (IDENTICAL):




ORTHOGONAL / SIDE VIEWS:





ABOUT THIS PROJECT...

Modeling: 30 minutes
Lighting: 10 minutes
Shaders: 10 minutes
Total design time: 50 minutes
Render time: Beauty render at 1200x1600/highest OSA/AO/shadow buffering samples: 18 minutes; three orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: less than 1 minute each
Application used: Blender 2.42
Comments: Oil tube was created primarily from a circle and the use of loop cuts and extrusion. Tapered end was modeled using Blender's multi-cut loop cut tool with alternating edges scaled inward along the y axis. Cap was modeled separately from the oil tube mesh. Mesh deformations in the beauty render were done using proportional editing. A couple of extra shadow lamps were used in this project for the orthogonal renders to help bring out the edges.


RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud

Last edited by Robertt : 09 September 2006 at 08:19 PM. Reason: update links
 
  08 August 2006
I like your beauty renders. They are really clever the way they incorporate the different items like the paint being squeezed out of the paint tubes. Keep it up.
__________________
P.S.- This is what the alphabet would look like if Q and R were omitted
 
  08 August 2006
Thanks, Noggy I'm definitely having fun with this challenge.


Here's the next one...


FINISHED ENTRY #3: BUTTERFLY SWORD


BEAUTY RENDER:



image link - click for full 1200x1600 render


ORTHOGONAL / FRONT VIEW:





ORTHOGONAL / BACK VIEW:




ORTHOGONAL / TOP AND BOTTOM VIEW:




ORTHOGONAL / SIDE VIEWS:




ABOUT THIS PROJECT...

Modeling: 30 minutes
Lighting: 5 minutes
Shaders: 5 minutes
Total design time: 40 minutes
Render time: Beauty render at 1200x1600/highest OSA/AO/shadow buffering samples: 15 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 1 minute each
Application used: Blender 2.42
Comments: Handle was modeled using the Shrink/Fatten function on a multicut cylinder.



RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud

Last edited by Robertt : 09 September 2006 at 08:37 PM.
 
  08 August 2006
FINISHED ENTRY #4: MODEL T


BEAUTY RENDER:



image link - click for full 1600x1200 render


ORTHOGONAL / FRONT VIEW:





ORTHOGONAL / BACK VIEW:




ORTHOGONAL / TOP VIEW:





ORTHOGONAL / BOTTOM VIEW:



ORTHOGONAL / SIDE VIEW:





ORTHOGONAL / SIDE VIEW 2:




ABOUT THIS PROJECT...

Modeling: 3.5 hours
Lighting: 15 minutes
Shaders: 15 minutes
Total design time: Approximately 4 hours
Render time: Beauty render at 1200x1600/highest OSA/AO/shadow buffering samples: 20 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 5 minutes each
Application used: Blender 2.42
Comments: The doors can open Headlight is a procedural wood texture with Y axis set to 0 to produce bands.



RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud

Last edited by Robertt : 09 September 2006 at 08:46 PM.
 
  08 August 2006
Looks awesome dude, and might I say a pretty pimpin' model T.
__________________
"Lord, beer me strength."

Live-Action FLASH
 
  08 August 2006
Wow! Only 3.5 hours! Man I'm slow! Great model! I really like it!
 
  08 August 2006
Nice models, nice speed !


I wish to acquire that level of speed on my modelling.

Keep it up, will keep track here.
__________________
Eduardo S. Janiszewski

Zupi Portal (eng)
www.drsketchy.com/
SketchySP
eduardo.janiszewski@gmail.com
 
  08 August 2006
Jeez, that is quick.
__________________
"What do you mean, "I broke Maya!!!"
 
  08 August 2006
i've just wanted to say that u r a great modeler and great dirctor
Very nice works
keep going
 
  08 August 2006
Very fine work in deed and 3.5 hours on the motor
 
  08 August 2006
Thanks for the awesome feedback everyone!

I finished another one this evening...



FINISHED ENTRY #5: CLOWNFISH


BEAUTY RENDER:



image link - click for full 1200x1600 render


ORTHOGONAL / FRONT VIEW:





ORTHOGONAL / TOP VIEW:




ORTHOGONAL / BACK VIEW:



ORTHOGONAL / BOTTOM VIEW:



ORTHOGONAL / SIDE VIEW:




ORTHOGONAL / SIDE VIEW2 :




ABOUT THIS PROJECT...

Modeling: 2 hours
Lighting: 15 minutes
Shaders: 1 hour
Total design time: Approximately 3 hours, 15 minutes
Render time: Beauty render at 1200x1600/highest OSA/AO/shadow buffering samples: 15 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 2 minutes each
Application used: Blender 2.42
Comments: Model was created using Blender's mirror modifier, which enables you to model half a mesh and have it replicated across the X axis. Fish textures are all procedurals. Using a combination of ramp shaders and Blender's built in marble texture, I was able to emulate some of the characteristic markings of a clownfish. To vary the markings of each fish in the beauty render, I altered the X and Y texture space and scaling. Blender's render nodes were used to make renders slightly softer to give them more of an underwater ambience.


RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud

Last edited by Robertt : 09 September 2006 at 08:32 PM.
 
  08 August 2006
Haha, I just noticed I have it saying "Entry 4" on the renders of the clownfish. Should be "Entry 5" of course

RobertT
__________________
My digital works: Art of Interpretation
My music: ReverbNation and SoundCloud
 
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