I wanted to create the artwork for a game from scratch. The following is how I did it in Blender.
Instead of modeling individual asteroids repeatedly, I saved time by generating them procedurally and tweaking the inputs until I found something I liked. I used a chain of Geometry Nodes to produce the asteroids. In order, these were
I used an Ico Sphere node to start with a round shape and then used a noise texture to offset the vertices into random locations to produce a random, yet natural-looking shape. Here's what the final Geometry Nodes ended up looking like:
I followed this tutorial video but used the following simplifications.
Here's what the final Geometry Nodes ended up looking like:
This was pretty straightforward so I won't go into detail. I rough sketched a basic spacecraft whose silhouette is inspired by the original Asteroids craft. I resized, extruded, and added edge loops to a cylinder until I got the desired shape. I used a boolean operation with a stretched quarter sphere to add the cockpit. After applying the boolean modifier, I manually cleaned up the topology. The main goal was to keep the topology clean so I could reduce the poly count by removing unnecessary edge loops in the final model.
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My wife is a huge Disney fan and I wanted to create a card for her. This is how the Mickey ice cream bars above were born. My inspiration was Blender Guru's famous donut tutorial. I decided to take the techniques in his tutorial and do a Disney-flavored version of it. First I tried to model the ice cream bars as quick and dirty as possible by ignoring topology and extruding a basic outline of Mickey's head. Honestly, I was surprised that it didn't look that bad.
But it still wasn't good enough, so I made a better version with clearer flows in the mesh. Below is what I ended up with in the end. It's not perfect, but is definitely good enough for my purposes.
Below is one of the first complete scenes I ever rendered with Cycles in Blender. I created the building geometry but used free textures, a free HDRI, and a free robot model. (I'd link credits here, but I've lost the links to the assets).
I made the following renders with a free model. The flow of the mesh doesn't perfectly follow the curves of the vehicle so the reflections look a little jagged. This is most noticeable in the headlights.
I was inspired by the on-stage visualizations I've seen at concerts and tried to produce one of my own. The full video can be seen here. It's short, but it's perfectly loopable at maintains a consistent number of beats per minute.
My friends and I have a Dungeons & Dragons campaign titled "Smoke in the East." For fun, I decided to make a title screen for the campaign as if it were a Netflix series. I used this as an excuse to learn the volume and fluid flow features of Blender. The concept was a D20 agitating and swirling smoke through mysterious, green magical energy. See the final render here: https://photos.app.goo.gl/yK69g9NraQje1Zse9
The render uses a ring that emits smoke and a vortex force field at its center where the die is.