I’ve decided to participate in a weekly challenge hosted by a Blender Discord challenge. My first entry was for the theme of ‘potato’. Here’s Wormothy the wormstronaut in his potato rocket.
I didn’t do much with textures here, which suits Wormothy’s cartoonish look. It was good practice messing with Spline IK constraints, and playing around with Blender’s fire system.
Here is a 3D rendering of the wine label I designed for the family’s first vintage. The background of the label was inspired by a concept from friend and artist Mike Puncekar, and is a stylized depiction of a vineyard sunset. Future labels will be variations on this theme, with a different stylized background, and potentially a different shape to the border around the center part of the label.
I tried to be as realistic as possible with this one, though I drew inspiration from a couple different cannons, and I had to make some sacrifices in the name of poly count.
I am not entirely satisfied with the poly count on this one. Most of it comes from the cannon itself and the eye hooks and rings attached to the carriage.
I recently created a throwing hammer for a Neverwinter Nights 2 persistent world, Engines of Ascension. This unfortunately took me well away from the wonderful world of PBR, as NWN2 only supports diffuse, normal, and greyscale specular maps, but it did afford me the opportunity to use a normal map to beef up an extremely low poly model, though not necessarily by the standards of 2006.
This project has also opened my eyes to where I need to focus on developing my skills. There is some waviness to the normal map which I need to work on in the future, which resulted from lack of supporting edges on the low poly model during the normal bake. There are also some problems on the hemispherical hammerheads, particularly on the corners of the hexagonal back.
I have been working on a rustic cabin with the final goal of creating a complete scene in Blender. The cabin is mostly complete, so I thought I might throw it up here in the mean time.
I’ve been trying to get a good PBR node set up for Blender, and I’m somewhat happy with what I have here, but there are a still a few bugs I need to work out.
As promised, I’ve come up with another quick tutorial. It turned out a little longer than I had anticipated, but in all fairness, it’s basically three videos wrapped into one. I’ve been using Lightworks to do the editing, but while it’s been relatively fun, I’m starting to feel like I need something with finer control.
Over the last week or so I have been making about a building a day in the beginnings of a project intended to give level designers the assets needed to make a 19th century city. I have drawn inspiration from classic Belgian and Dutch architecture, and intend to create steampunk variants of these buildings at some point in the future.
At present I have configured the models for Neverwinter Nights 2, complete with tint maps, collision boxes and walkmesh data.
These three stylized street lamps are the perfect fit for any magocracy or machine age city. Each uses the same set of texture sheets. Each model is optimized with two LOD variants.
These lamps are available for Neverwinter Nights 2 on NexusMods. Models and materials available for other uses on request.