Serenity

  • Made in Blender 3.0

  • Rendered with Eevee

  • Ivy created with Baga’s Geometry Node generator

  • HDRi downloaded from Polyhaven

  • Grass / flowers added with Scatter 5.2

  • Pillows created via cloth simulation with internal pressure

  • Color correction and sun rays done in Photoshop

  • Project time: 5hrs

Room

  • Made in Blender 3.0

  • Rendered with Cycles

  • Cloth simulations used for robe, hoodie in the closet, and bed cover

  • Emission node mixed with image texture node used for the phone and computer screens

  • Checkered vertex extrusion used to create the mesh look for PC, chair back and pop-filter

  • Beveled curves with pinned groups and collision Modifiers used to create all wiring in the picture

  • Spot light trough some PNGs of tree branches for the shadows

  • Color correction and dust overlays done in Photoshop

  • Project time: 48hrs

Bermuda

  • Made in Blender 3.0

  • Rendered with Cycles

  • Spiral created with Screw Modifier

  • Scatter 5.2 used for the shrubbery

  • Emission texture particles with offset origins scattered throughout the spiral for stardust effect

  • Roots scattered on flipped face normals of the spiral

  • Astronaut fully rigged

  • Background, dust, lens flare, and sun rays added in Photoshop

  • Project time: 8hrs

Spores

  • Made in Blender 3.0

  • Rendered with Cycles

  • Bump and displacement generated of multiple noise textures for the amanita mushrooms

  • Spores made with a particle simulation using gills as emission faces, then turning a desired frame of simulation into a mesh

  • Rays created with a spot light aimed through a fractal PNG, at a cube with volumetric fog inside

  • Ground smoke and lantern glow added in Photoshop

  • Project time: 14hrs

Yemen

  • Made in Blender 3.0

  • Rendered with Cycles

  • .PNG images used for buildings in background, and bricks in foreground

  • Buildings generated with geometry nodes using @pavelolivaart's Buildify+desert kit

  • Particle systems used for bricks and grass

  • Booleans used for the car’s shattered window, and the wall’s hole/cracks

  • Character fully rigged

  • Ground and cliff sculpted with 3D rock brushes

  • Volumetric fog added for depth

  • Scene lit entirely with an HDRi

  • Color correction, dust, and sun rays done in Photoshop

  • Project time: 12hrs

Resolution

  • Made in Blender 3.0

  • Rendered with Cycles

  • Ivy created with Baga’s Geometry Node generator

  • Tiled PNG texture overlaid on a semi-translucent cloth texture used for the dress

  • Grass / flowers added with Scatter 5.2

  • Moths scattered using a Boid particle simulation with a “Follow Leader” constraint

  • All trees placed manually

  • Sofiane Maroc's Rock/Cliff addon used for the cliff

  • Color correction and sun rays done in Photoshop

  • Project time: 14hrs

Man-at-arms

  • Made in Blender 3.0

  • Rendered with Cycles

  • Geometric Displacement modifier used to create the fractal tunnel

  • Arm photo-scanned with Kiri Engine

  • Stylized Emission shaders to light the arm

  • Floating stones around the sword pathed to a spiral curve

  • Knight and dragons fully rigged

  • Project time: 10hrs

Alley

  • Made in Blender 3.0

  • Rendered with Cycles

  • Brick texture downloaded from Poliigon, combined with PNGs of graffiti

  • Noise displacement texture used on asphalt

  • Motorcycle model downloaded from Blendswap

  • Raindrop PNG scattered on the asphalt

  • Rain overlay and light rays added in Photoshop

  • Project time: 16hrs

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Special Effects