more A2 coming later
More Bellow⇩
more A2 coming later
Hello! I'am a (mostly)3d Artist, amateur programmer and graphic designer.
Hi There! Lots of amazing styff will show up there later on.
Space. Its a space idk
So Hello! I might write those texts in an order. Anyway, Here is the render from my Blender Contest Submission. Cool part is that i made these spaces generate partially procedurally in the Blender Geometry Nodes. Over there in particular i had to add few models like this electricity generator and the ladder in the back so they didnt generate by themselves. By the way those wires are also procedural.
I actually made few renders from this project so if you are looking for my submission, i uploaded a video, not a single image. check "Liminal Spaces" Blender Contest by Kaizen
Here is another view of my Room Generator. This time the look at the whole thing in a viewport. Its actually simple at least in principle. You generate a 3d point grid and then check each one if its has higher or lower value in comparasion to perlin noise texture in the same place as the point(for each point) and if its is lower value, you remove this specific point what eventually leads to the formation of those empty spaces. Then i struggled to get rid of overlapping faces and generating those walls that face in all 4 directions plus up and down . Skipping the messy wall generating algorithm, it places walls from the few predefined wall models that slightly differ in their appearance. Last thing are those wires, they do generate procedurally as well. They get spawned on random walls and their other ends are raycasted to generate the other end wherever the ray lands.
As some programmer would say "Its not that complicated" Yeah yeah its not that complicated but still messy for him, but for you its the whole different world. Whatever i might be this programmer one day.
Actually as iam writing this i realised that there's is much mor text than i anticipated before.
One day i might actually Remake this website(But it took me so long already) i see some problems here and there but its gonna change.
You may wonder why those images dont have higher resolution. The thing is that its mostly because of the web domain free tier overall file limit as well as to make it maybe less usefull if any bot ever attempted to scrape them.
I do have higher resolution versions but they i'am not really that keen on sharing them everywhere.
If you needed one i would likely show it to you, but i have no website security for now so thats another argument.
A bit of a tangent but lets continue.
So Here's another Render/Collage. I made it Based on the "Foreshadow" Turret(got renamed) from the game "Mindustry". I made one of my top ever animated renders based on it. You can check this render on my YT channel. It took me a few months but It was one of my first videos where I actually got some major feedback, thanks. i've seen some of those duochrome or duotone art and i wanted to attempt making my own.
check my "Mindustry Foreshadow" render on my YT channel
Here's some more Collages of mine. Those ones i made in a freetime while making a cool Mudrunner stylised Heavy Duty Offroad Truck. "The HT-50 FerriteBore" Judge by yourself. This truck is amazing.
"The HT-50 FerriteBore"
Here's more
Now lets see some of the more specific renders i want to show.
i was eager to make some of those aka"Silo" renders, It all started from the "Scrap mechanic" game survival update.
there were some really ginormous buildings you could encounter. they always amazed me, so i wanted to make something like that myself.
it all evolved a lot. They weren't really looking like those initial projects I had in mind before.
A bit of a tangent but lets continue.
They really appealed to me after i made the first one(not this one).
A first time I used this perspective (and I loved it).
I even turned it into the animated wallpaper, but it rendered for few hours.
I was happy from this one, but i knew i had to improve on the design.
Happy happy loud rendering hours
So I improved the design and again,Ii rendered it as an animated walpaper.
(Almost)Same perspective same layout, even the same HDRI. It really appealed to me.
Now you can feel that Cold wind breeze as well as the Heat from the light reflecting from metal at the same time. Its Summer anyways.
If you haven't seen already, you are like a 200m/600ft high, both from outside and the inside floor as well if you fall.
Its getting kinda cold up there but sun wont stop giving you heatstroke.
More Fidelfy, More objects, More effort, More and much more rendering hours.
Later I thought that i could make some more Megalophobia like renders. this time I returned a bit to "Scrap Mechanic" and even included a logo from their game on the building. This time i wanted to show a bit more field around the "SILO"s and to show some of the clouds rolling above the structures that would only partially occlude them with shadow because of the sheer mass of those structures(Whatever they are they aren't designed for the human scale and seem rather hostile from the outside lacking any small elements or details where one could get inside)
Return to roots, but with a twist?
So now something unusual or more unusual than what was before. I wanted to recreate this mysterious kind of thrilling(from modern perspective) 3d enviroments. It also generates somewhat prodedurally. I wanted to embrace those Early 3d artifacts: clipping objects, infinitely thin walls. The layout of those buildings also makes no sense as it shouldn't in the first place. Wired thing is that i was inspired by "Kane Pixels" YT series even thought i started working on it like a year earlier(initially not in blender but I used the same textures as here)