"A Past Outside Time"
  • te_abstract_art te_abstract_art Now β€’ 100%

    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

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  • "A Past Outside Time"
  • te_abstract_art te_abstract_art Now β€’ 100%

    Thank you! πŸ™

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  • "A Past Outside Time"
  • te_abstract_art te_abstract_art Now β€’ 100%

    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

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  • "A Past Outside Time"
  • te_abstract_art te_abstract_art Now β€’ 100%

    And here's the original one I made back in 2020 😊

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  • This is a remake of one of my first nature scenes; it's always so satisfying to look back and see how far I've come since then. All made in Blender, rendered with Cycles. Let me know what you think!

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    "A Past Outside Time", ThisLucidLens (Me), Digital, 2024
  • te_abstract_art te_abstract_art Now β€’ 100%

    Here's the original which I made back in 2020 when I was first starting out πŸ™

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  • This is actually a remake of one of my first nature scenes; it's always so satisfying to look back and see how far I've come since then. I'll put the original in the comments. All made in Blender, rendered with Cycles. Let me know if you have any feedback, I'm always looking for ways to improve ✌️

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    Current work in progress - let me know what you think! All made in Blender
  • te_abstract_art te_abstract_art Now β€’ 100%

    Of course, always happy for people to use my art as wallpapers 😊 I'll probably forget to message you but once I've worked on it a bit more, I'll probably do another post. So if you keep an eye out you can use the finished version

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  • Current work in progress - let me know what you think! All made in Blender
  • te_abstract_art te_abstract_art Now β€’ 100%

    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.

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  • Current work in progress - let me know what you think! All made in Blender
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    Thanks! Post processed in Photoshop but not drastically. A bit of a levels adjustment, some film grain and some colour grading, otherwise it's not too different from the final render

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  • Current work in progress - let me know what you think! All made in Blender
  • te_abstract_art te_abstract_art Now β€’ 100%

    So actually less than you might think. Maybe 12 hours in total? I was actually trying a different workflow this time which really suited me - I pre-made a lot of assets and then effectively kitbashed my own scene from them. There's a lot of repeated elements which you don't really notice with the lighting, etc (unless you really peak close up)

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  • "Initials" by "Florian KΓΆrner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian KΓΆrnerhttps://github.com/dicebear/dicebearMI
    Jump
    Don't care what the reason is.
  • te_abstract_art te_abstract_art Now β€’ 100%

    Okay but for all you know he could be murdering a child murderer

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    Thank you!

    Now that you've mentioned foreground contrast I can see it and completely agree. I think when processing the photo I probably did the easy mistake of cranking the contrast a bit high - gives it a nice punch but loses some of that shaded foreground detail. Good to keep in mind for future projects though πŸ™‚

    And I usually post here when I make something new, so I'm sure you'll see me crop up again!

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    It was inspired by it - I actually only found out about the competition after I saw the compilation video, so decided to see what I could do with the stairs concept πŸ™‚

    Didn't use the project assets though, built my scene from scratch so it might differ slightly in proportions, etc

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    Took me a couple of days, around 18 hours total. A lot of that time was spent playing around and tweaking things because I didn't actually go into this fully knowing what I wanted to create

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    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 πŸ™‚

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    grumbles "and the lift is still broken... hate these shitty stairs... 350th floor flat was a stupid idea..."

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    Thank you! Man Myst was such a great game

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  • "The Border", my newest render. Let me know what you think!
  • te_abstract_art te_abstract_art Now β€’ 100%

    Thank you, the details are my favourite parts to do

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  • All made in Blender 😊

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    "Initials" by "Florian KΓΆrner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian KΓΆrnerhttps://github.com/dicebear/dicebearPO
    Political Memes te_abstract_art β€’ Now β€’ 98%
    A tale in three parts
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    My newest artwork, all made in 3D using Blender and rendered with Cycles (250 samples + denoising), composited with Photoshop. Hope you like it!

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    blender
    Blender te_abstract_art β€’ Now β€’ 100%
    Mycelium

    Something I made today. This originally started as a lighting experiment but I was pretty happy with the result so kept going. All made in Blender, Cycles 256 samples with denoising ✌️

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    If you look closely this one actually features me in it! As usual all made in Blender and rendered with Cycles

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    te_abstract_art Now
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    ThisLucidLens

    te_abstract_art@ lemmy.world

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

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

    πŸ’– DM me for commissions.

    🌐 Explore my other socials, buy me a coffee or purchase prints: https://linktr.ee/ThisLucidLens