The whole island looks really good, but I’m really liking those palm trees too. They look realistic.
Day 6: Random Props and Magical Sword
Time taken: 2h
And obligatory viewport view:
Today I was tired so I thought that I will just make something simple… like a crate. But after 15 minutes in Blender I forgot the world. Overall, the scene is quite simple, but I like how the sword came out.
In a smaller size, it would look good as a dagger as well.
Good idea! Probably the shape will need to be updated (I think the blade might be too wide for a dagger) and maybe some details removed and would produce nice dagger! I’ll give it a shot
Day 7: Dark Knight
Time taken: 3+h
He also guards the place during the day!
And a viewport view:
Obviously the Knight was main subject of this practice session:
I use rigify to rig him, so he can be animated! (My first rig )
Plus as a bonus work I did organize some of the stuff I’ve been creating into one blend file for future re-use (I also fixed some problems with some of the trees):
PS. Wow, it’s already a week!
And after receiving feedback from Blender’s discord (thanks to Brian Damage) I made more vibrant version:
Here we go again. Thanks to feedback received ( ) I fixed couple of things (eyes height, lighting, shader for volumetrics)
…and more vibrant colours for morning/evening light:
… and fixed knight:
Day 8: BA-64 Desert Storm
Time taken: ~3h
And a viewport view of the main model:
I enjoyed “Modular Vehicles” Section of Character course. Though non of the vehicles there were really lightweight armoured vehicles. So today I modelled this one and placed it in a desert environment. Interestingly enough due to shape of the vehicle I had to use totally different workflow compared to the one that Grant showed in the course.
I modeled it based on Russian WWII armoured vehicle BA-64B. Here’s one of the reference images I used (from Wikipedia):
The model is up to scale ad misses a few little details, but overall it’s similar .
Looking great every day.
But what happend to you rrules?
It’s hard to keep time in check when Blender is on
Edit: But they are good rules, aren’t they? Just hard to follow
I have that problem, start something to work out how to do gothic tracery, countless, several hundred hours later it is still an ongoing scene. lol.
The other issue I have is also that I started doing full scenes and I intended to do only modelling part. The modelling is much shorter (but I still wouldn’t fit the time I set for it due to really small experience I have). Tweaking the final scene can take infinite amount of time… So I stop when my body says to me “stop, you’ve been sitting in one position long enough”
This and the kitchen ones are my favorites so far. Great work!
Thank you so much!
Day 9: Some more weapons
Time: 1.5h
And viewport:
I planned to do more today, but it took quite a long time to get the geometry right…
Very nicely done. That middle weapon looks like it has a couple of nicks, possibly from overuse.
Thank you!
I try to add some “character” to things (if I remember about it). So the two gladiuses (Roman swords) are exactly the same, except one has some notches. Didn’t look good on spear though and I didn’t find nice reference images for “notched” spears (but TBH I didn’t search for a long time).
Day 10: Even more weapons
Time: 4h
And a viewport view:
I think I’m getting better at weapon modeling. Topology is good, so I can easily make them high poly without any issues:
With some good textures they they might look quite nice even in some high poly scene
Day 11: Blacksmith (WIP)
Time: 3-4h
Viewport view:
Not sure if it still qualifies as “low poly” (lot’s of individual bricks and planks), but those details could baked later to textures
It’s still misses a few things like an anvil ;-). Will be continuing this scene tomorrow.