te_abstract_art

joined 1 year ago
[โ€“] te_abstract_art@lemmy.world 1 points 2 months ago (1 children)

The mist was a cube volume with density driven by a couple of noise textures.

The vegetation was done using Geo-Scatter addon with various assets I've downloaded (I think most were Grassblade from Bproduction). Then just a lot of tweaking of masks, ecosystem settings, abiotics, etc driving different density and scale values.

If you don't already have Geo-Scatter, it's a phenomenal add-on for nature scenes - I would so highly recommend it, and their documentation is great too

Thank you! ๐Ÿ™

[โ€“] te_abstract_art@lemmy.world 5 points 2 months ago (1 children)

Thanks, this is actually super useful feedback because I'm not much of a photographer myself. I used the default Blender 35mm film with I think a 35mm lens at F-stop 10.0. The scene used real-world scales

From what I could find online an F-stop from 8-16 seemed to be an appropriate range for those sorts of lenses, but would you have any other insights? Quite an easy thing to fix for sure but I'm definitely lacking knowledge here

[โ€“] te_abstract_art@lemmy.world 10 points 2 months ago (3 children)

And here's the original one I made back in 2020 ๐Ÿ˜Š

 

This is a remake of one of my first nature scenes; it's always so satisfying to look back and see how far I've come since then. All made in Blender, rendered with Cycles.

Let me know what you think!

Thanks! โœŒ๏ธ

[โ€“] te_abstract_art@lemmy.world 8 points 2 months ago* (last edited 2 months ago)

Here's the original which I made back in 2020 when I was first starting out ๐Ÿ™

 

This is actually a remake of one of my first nature scenes; it's always so satisfying to look back and see how far I've come since then. I'll put the original in the comments.

All made in Blender, rendered with Cycles. Let me know if you have any feedback, I'm always looking for ways to improve โœŒ๏ธ

Of course, always happy for people to use my art as wallpapers ๐Ÿ˜Š I'll probably forget to message you but once I've worked on it a bit more, I'll probably do another post. So if you keep an eye out you can use the finished version

Before I did it the other way round, and I'd start building the scene and model things as I went. The main issues with doing it that way round were that modelling became slower as the scene got more detailed (so eventually I'd give up making new things), and I also ended up modelling a lot more things because I didn't really reuse assets as much.

This may all seem like common sense and it's probably how most people work, but up to now my process was always building staff when I needed it rather than making a load of assets in advance.

Thanks! Post processed in Photoshop but not drastically. A bit of a levels adjustment, some film grain and some colour grading, otherwise it's not too different from the final render

Thank you! ๐Ÿ™

[โ€“] te_abstract_art@lemmy.world 2 points 3 months ago (2 children)

So actually less than you might think. Maybe 12 hours in total? I was actually trying a different workflow this time which really suited me - I pre-made a lot of assets and then effectively kitbashed my own scene from them. There's a lot of repeated elements which you don't really notice with the lighting, etc (unless you really peak close up)

 

Okay but for all you know he could be murdering a child murderer

 

All made in Blender ๐Ÿ˜Š

 
 
 

My newest artwork, all made in 3D using Blender and rendered with Cycles (250 samples + denoising), composited with Photoshop. Hope you like it!

 

Something I made today. This originally started as a lighting experiment but I was pretty happy with the result so kept going.

All made in Blender, Cycles 256 samples with denoising โœŒ๏ธ

 
 
 
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