Hardcore Modeling!: 30 Days, 30 Models: PLATINUM


#41

Thanks so much, robo3687 :slight_smile:

Another one done!

FINISHED ENTRY #18: SNAIL

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ABOUT THIS PROJECT…

Modeling: 45 minutes
Lighting: 15 minutes
Shaders: 2 hours (shaders + render nodes for DOF)
Total design time: Approximately 3 hours
Render time: Beauty render at 1200x1600/high OSA/AO/shadow buffering samples: 25 minutes; orthogonal renders at 600x800/high OSA/AO/shadow buffering samples: approximately 8 minutes each
Application used: Blender 2.42
Comments: In terms of modeling this scene, this project came together pretty quickly, but it became, fittingly, the slowest of all my entries so far due to what I wanted to achieve in the composition, materials, and rendering. All shaders are procedural. Grass + rocks + ground were modeled as well. Ground was the product of fractal subdivision on a planar surface and further tweaked through proportional editing. The shell was manually modeled from an extruded circle in side view. Only one blade of grass and rock were actually modeled; the rest were duplicated and modified through proportional editing. The greenish background (behind the grass) is from a photo of mine. I used Blender’s image filter to further blur that out to match the rear DOF. Render nodes were used to introduce depth-of-field in the scene. As they are one of the more recent functions that became available with Blender, I’m very exited by the possibilities they offer, since post-processing in an external application is often no longer necessary, and that was the case here, as with all the entries – no post work necessary. For the time spent on this project, I am very happy with the results. Snails are such fascinating little creatures :slight_smile:

On to the next one!

RobertT


#42

Your speed is insane, and you use blender? Wow…

Amazing Work. U will surely win.


#43

Two more completed!

FINISHED ENTRY #19: BROADSWORD

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT AND BACK VIEWS:

ORTHOGONAL / TOP AND BOTTOM VIEWS:

ORTHOGONAL / SIDE VIEWS:

ABOUT THIS PROJECT…

Modeling: 1 hour
Lighting: 10 minutes
Shaders: 10 minutes
Total design time: Approximately 1.5 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 15 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 5 minutes each
Application used: Blender 2.42
Comments: The design on the sword was modeled using bezier curves. Beauty shot features some of Blender’s built in halo flare materials set to two cubes (one in front, one behind the swords).

RobertT


#44

FINISHED ENTRY #20: OFFICE CHAIR

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ABOUT THIS PROJECT…

Modeling: 3.5 hours
Lighting: 20 minutes
Shaders: 40 minutes
Total design time: Approximately 4.5 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 30 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 6 minutes each
Application used: Blender 2.42
Comments: This one took a while, but I’m happy with the outcome, particularly the level of details and the degree of realism. The chair makes use of Blenders Magic and Stucci procedural textures for bump mapping.

RobertT


#45

Two more entries…

FINISHED ENTRY #21: MARKER

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT AND BACK VIEWS:

ORTHOGONAL / TOP AND BOTTOM VIEWS:

ORTHOGONAL / SIDE VIEWS:

ABOUT THIS PROJECT…

Modeling: 20 minutes
Lighting: 5 minutes
Shaders: 10 minutes
Total design time: Approximately 45 minutes
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 10 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 3 minutes each
Application used: Blender 2.42
Comments: I had some fun with beauty render and got colorful :slight_smile:

FINISHED ENTRY #22: TACKS

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT AND BACK VIEWS:

ORTHOGONAL / TOP AND BOTTOM VIEWS:

ORTHOGONAL / SIDE VIEWS:

ABOUT THIS PROJECT…

Modeling: 15 MINUTES
Lighting: 5 minutes
Shaders: 20 minutes
Total design time: Approximately 45 minutes
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 15 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 7 minutes each
Application used: Blender 2.42
Comments: Ah, this project brought back some happies memories, as one of my earliest scenes when I got first into 3D was an attempt to portray many falling tacks. Simple but fun to make :slight_smile:

On to the next one…

RobertT


#46

FINISHED ENTRY #23: LIGHTSABER

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT AND BACK VIEWS:

ORTHOGONAL / TOP AND BOTTOM VIEWS:

ORTHOGONAL / SIDE VIEWS:

ABOUT THIS PROJECT…

Modeling: 2.5 hours
Lighting: 20 minutes
Shaders: 30 minutes
Total design time: Approximately 3.5 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 8 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 4 minutes each
Application used: Blender 2.42
Comments: This is something I’ve always wanted to try for fun to model at some point. Thanks to this challenge I finally had reason enough to go ahead and do it :slight_smile: Ignited lightsabers use Blender’s halo material for the blade. Additional lights were placed in the back of the beauty render to help illuminate the room. Blender’s render node setup for this project contain a screening pass help with the environment and to boost the halo material glow slightly.

RobertT


#47

thats a pretty cool looking custom saber you’ve got there…

i must say its a shame that the overall interest in this challenge seems to have faded a bit as of late…there only seems to be a few of us still plugging away at it.


#48

I love all your work! it’s amazing how you can take something so simple and turn into somethign that is pleasing to look at! great design and renders so creative! yet simple! Superb! Might i ask how you modeled the details on the blade surface of the broadsword?? I’m having difficulty creating models that have similar modeling? Thats keeping me from posting a fiew models cause i’m stuck at not being able to model detailed stuff like that on a surface.


#49

robo3687: Thanks! I haven’t had a chance to check all the other threads for the challenge, but hopefully people will stick to it :slight_smile:

yencarey: Wow, I really appreciate that :slight_smile: The sword details were modeled in with beziers and techniques including copying portions of a bezier circle, subdivision along some curve points wherever necessary, and then proportional editing of portions of the curves once closed. Afterwards, they were given depth and then converted to mesh to become part of the sword.

Now for several more updates…

FINISHED ENTRY #24: SPEAKERS

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 2 hours, 45 minutes
Lighting: 5 minutes
Shaders: 5 minutes
Total design time: Approximately 3 hours
Render time: Beauty render at 1200x1600/low OSA/AO/shadow buffering samples: 8 minutes; orthogonal renders at 600x800/low OSA/AO/shadow buffering samples: approximately 4 minutes each
Application used: Blender 2.42
Comments: Speaker material is procedural. Wires were modeled using curves.

RobertT


#50

FINISHED ENTRY #25: ROSE

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 1 hour, 20 minutes
Lighting: 15 minutes
Shaders: 10 minutes
Total design time: Approximately 2 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 5 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 3 minutes each
Application used: Blender 2.42
Comments: For the beauty render I was thinking of showing sort of the life of a rose. A screening pass was added in the render nodes. The three separate stages of the rose were achieved using proportional editing. The petals were modeled in an open fashion, and some were separated and shrivelled manually for the third and final stage of the rose. Only wish I had more time to spend on these entries to do so much more, particularly with the materials and lighting. Still is fun and good practice :slight_smile:

RobertT


#51

FINISHED ENTRY #26: B-52

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 1.5 hours
Lighting: 10 minutes
Shaders: 5 minutes
Total design time: Approximately 2 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 5 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 3 minutes each
Application used: Blender 2.42
Comments: Just a quickly done thing mainly to catch up to where I think I need to be at this point. I pursued this more like a game model in terms of polys and made use of mesh mirroring to expedite matters. I didn’t find great reference images. I’m doing all this on dial-up, btw, so just uploading and waiting for the reply screen to appear has been fun :smiley:

RobertT


#52

I have no words…your works are amazing!Specially for your speed…incredible!
Compliment!!


#53

FYI to all:
HCM: 30 Days, 30 Models: Voting thread will go live on MONDAY (Posting Rules) (link)

-R


#54

I loved that snail, great render too !

Keep it up. Good luck!


#55

good going robert! nice collection u’ve got!
waitin for the final 4!!


#56

Thanks so much, everyone! :slight_smile:

I’ve been very busy with some animation work and some other projects, but I did manage to kick in the afterburners and finish the challenge over the past couple of days :slight_smile:

I’m posting links to the last four entries just to get them out there. I’ll summarize each entry and post more information ASAP.

Here we go:

ENTRY 27: PARK BENCH

BEAUTY:
http://img169.imageshack.us/img169/7611/entry27benchbeauty800x600sa3.jpg
http://img205.imageshack.us/img205/949/entry27benchbeauty1200x1600gy6.jpg

FRONT:
http://img153.imageshack.us/img153/7001/entry27benchfront800x600od5.jpg

BACK:
http://img247.imageshack.us/img247/7855/entry27benchback800x600jh3.jpg

TOP:
http://img146.imageshack.us/img146/8595/entry27benchtop800x600gj7.jpg

BOTTOM:
http://img165.imageshack.us/img165/1320/entry27benchbottom800x600ft3.jpg

SIDE:
http://img89.imageshack.us/img89/3296/entry27benchside800x600ta4.jpg

SIDE 2:
http://img89.imageshack.us/img89/1166/entry27benchside2800x600kn7.jpg

ENTRY 28: MAILBOX

BEAUTY:
http://img241.imageshack.us/img241/4117/entry28mailboxbeauty800x600li2.jpg
http://img133.imageshack.us/img133/1615/entry28mailboxbeauty1200x1600vu0.jpg

FRONT:
http://img143.imageshack.us/img143/1313/entry28mailboxfront800x600pa7.jpg

BACK:
http://img180.imageshack.us/img180/677/entry28mailboxback800x600gk7.jpg

TOP:
http://img224.imageshack.us/img224/2364/entry28mailboxtop800x600ks0.jpg

BOTTOM:
http://img180.imageshack.us/img180/2264/entry28mailboxbottom800x600hy0.jpg

SIDE:
http://img143.imageshack.us/img143/3964/entry28mailboxside800x600vi9.jpg

SIDE 2:
http://img143.imageshack.us/img143/766/entry28mailboxside2800x600uj9.jpg

ENTRY 29: HIPPO

BEAUTY:
http://img132.imageshack.us/img132/3839/entry29hippobeauty800x600gi9.jpg
http://img169.imageshack.us/img169/5941/entry29hippobeauty1200x1600rf4.jpg

FRONT:
http://img98.imageshack.us/img98/7582/entry29hippofront800x600ex6.jpg

BACK:
http://img154.imageshack.us/img154/4392/entry29hippoback800x600gp1.jpg

TOP:
http://img98.imageshack.us/img98/1281/entry29hippotop800x600je6.jpg

BOTTOM:
http://img132.imageshack.us/img132/7836/entry29hippobottom800x600kg4.jpg

SIDE:
http://img473.imageshack.us/img473/9436/entry29hipposide800x600gx0.jpg

SIDE 2:
http://img100.imageshack.us/img100/4756/entry29hipposide2800x600tu3.jpg

ENTRY 30: HORSE

BEAUTY:
http://img78.imageshack.us/img78/8929/entry30horseback800x600cs1.jpg
http://img243.imageshack.us/img243/7135/entry30horsebeauty1600x1200sh1.jpg

FRONT:
http://img116.imageshack.us/img116/4781/entry30horsefront800x600ef9.jpg

BACK:
http://img78.imageshack.us/img78/8929/entry30horseback800x600cs1.jpg

TOP:
http://img116.imageshack.us/img116/3549/entry30horsetop800x600kz7.jpg

BOTTOM:
http://img111.imageshack.us/img111/7646/entry30horsebottom800x600bg0.jpg

SIDE:
http://img390.imageshack.us/img390/1838/entry30horseside800x600rb9.jpg

SIDE 2:
http://img130.imageshack.us/img130/5991/entry30horseside2800x600ah3.jpg

RobertT


#57

As promised, here are the full text summaries for the final four entries:

FINISHED ENTRY #27: PARK BENCH

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 2.5 hours
Lighting: 10 minutes
Shaders: 15 minutes
Total design time: Approximately 3 hours
Render time: Beauty render at 1200x1600/medium OSA/AO/shadow buffering samples: 10 minutes; orthogonal renders at 600x800/medium OSA/AO/shadow buffering samples: approximately 6 minutes each
Application used: Blender 2.42
Comments: Bezier curves and proportional editing were used to model the decorative portions of the bench.

RobertT


#58

FINISHED ENTRY #28: MAILBOX

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 2 hours
Lighting: 5 minutes
Shaders: 20 minutes
Total design time: Approximately 2.75 hours
Render time: Beauty render at 1200x1600/low OSA/AO/shadow buffering samples: 6 minutes; orthogonal renders at 600x800/low OSA/AO/shadow buffering samples: approximately 3 minutes each
Application used: Blender 2.42
Comments: Flag is posable, and the box can open and close :slight_smile: And look in the box: you’ve got mail! :slight_smile: I had to go with low light/AO/OSA samples to speed these last few entries along.

RobertT


#59

FINISHED ENTRY #29: HIPPO

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 3.5 hours
Lighting: 20 minutes
Shaders: 1 hour
Total design time: Approximately 5 hours
Render time: Beauty render at 1200x1600/low OSA/AO/shadow buffering samples: 9 minutes; orthogonal renders at 600x800/low OSA/AO/shadow buffering samples: approximately 5 minutes each
Application used: Blender 2.42
Comments: Camera in the beauty shot is set around 60 or 70 to pull in the angles and limit the view. I would have liked to create a couple of different scenes, one with several hippopotami in the water or one underwater. Maybe sometime down the road. All procedural textures for the skin/ground. This was pursued more as a game model than something realistic, which would have required more time than was available for this particular entry. I did these last few pretty much back to back. Mirror modeling across the x-axis (in frontal view) was used to create this hippo.

RobertT


#60

FINISHED ENTRY #30: HORSE

BEAUTY RENDER:

image link - click for full 1200x1600 render

ORTHOGONAL / FRONT:

ORTHOGONAL / BACK:

ORTHOGONAL / SIDE:

ORTHOGONAL / SIDE 2:

ORTHOGONAL / TOP:

ORTHOGONAL / BOTTOM:

ABOUT THIS PROJECT…

Modeling: 4 hours
Lighting: 15 minutes
Shaders: 15 minutes
Rigging: 30 minutes
Total design time: Approximately 5.5 hours
Render time: Beauty render at 1200x1600/low OSA/AO/shadow buffering samples: 10 minutes; orthogonal renders at 600x800/low OSA/AO/shadow buffering samples: approximately 3 minutes each
Application used: Blender 2.42
Comments: Like the hippo entry, there was a known limit to how realistic this was going to become in the necessarily short time I had allocated for this final entry. I had a pretty ambitious beauty shot in mind (a full stampede) but after setting up five different horses in a scene and checking the clock I realized it wasn’t going to happen this time around. So the beauty shot took another direction, which was still fun in a way. The horse is very basically rigged. A full proper-IK driven rig would have taken much longer to develop. The great thing about Blender’s rigging (armature) system is the ability, like in mesh modeling, to model armatures symmetrically, which helps cut down the rigging down by half. There are several different ways to rig a model in Blender. For this one I went the easiest (to me) route and used envelopes, where basically each bone “envelops” a portion of the mesh. Once you have the basic armature established you can select bones in envelope mode (there are different bone modes as well) and press ALT-S to scale the envelope for one or more bones at a time. More control over mesh deformation requires things like weight painting and tweaking bone settings, which takes some time to get right for every model due to its unique structure and range of motions. All procedural textures were used for the skin and ground. The sky/grass backgrounds are based on photos of mine. The mane and tail were created using particle emitters and guides (bezier curves set to influence the particle emitters). This means the hair is posable and animatable. Curve guide are tricky in that they must be used carefully or they can influence one or more particle systems if they are all located on the same layer. Moving each emitter/guide(s) set to its own layer solves that problem. I hope to use this horse later at some point, make it a proper rig, and develop it further.

RobertT