✨ 3D Artist and trainee psychiatrist. Imagination unleashed. 🧠

🎨 No AI, now or ever. All work is my own creation using Blender.

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  • 13 Posts
  • 37 Comments
Joined 1 year ago
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Cake day: June 21st, 2023

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  • The mist was a cube volume with density driven by a couple of noise textures.

    The vegetation was done using Geo-Scatter addon with various assets I’ve downloaded (I think most were Grassblade from Bproduction). Then just a lot of tweaking of masks, ecosystem settings, abiotics, etc driving different density and scale values.

    If you don’t already have Geo-Scatter, it’s a phenomenal add-on for nature scenes - I would so highly recommend it, and their documentation is great too



  • Thanks, this is actually super useful feedback because I’m not much of a photographer myself. I used the default Blender 35mm film with I think a 35mm lens at F-stop 10.0. The scene used real-world scales

    From what I could find online an F-stop from 8-16 seemed to be an appropriate range for those sorts of lenses, but would you have any other insights? Quite an easy thing to fix for sure but I’m definitely lacking knowledge here








  • Before I did it the other way round, and I’d start building the scene and model things as I went. The main issues with doing it that way round were that modelling became slower as the scene got more detailed (so eventually I’d give up making new things), and I also ended up modelling a lot more things because I didn’t really reuse assets as much.

    This may all seem like common sense and it’s probably how most people work, but up to now my process was always building staff when I needed it rather than making a load of assets in advance.










  • Sure!

    All the foreground stuff was modelled first, then sculpted with rock textures / general wear (posts, steps, cliffside, etc). The giant spires were sculpted from a cube. Textures are mostly procedural, a few texture maps but I prefer doing things procedurally as I don’t have to worry about UVs and seams. The vegetation, moss, ivy, trees, etc were scattered using a few add-ons (Baga Ivy, Geo-Scatter). The landscape was made with noise textures and masking in TT5 add-on, then sculpted slightly afterwards to get the exact shape I wanted. I used the same add-on to texture the landscape with masks. The clouds and fog are all volumetric using noise textures, and the human is built from the HumGen add-on which I made to resemble me (it’s a good way to watermark my art - hard to remove digitally, distinctively me and less intrusive than a big logo or something).

    Hope that makes sense. Happy to answer any other questions if you have them 🙂