
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









