A render of Biomecha done in the currently being developed new Blender renderer called Cycles (!). So exited..
Sorry for the ugly placeholder hair.
High-poly of a model that will hopefully be in an upcoming game of mine.
A model for an animation commision I did.
I made a turntable of my JunkBot. The song is Entering the Stronghold by Denny Schneidemesser (Creative Commons).
Lowpoly version, retopologized and unwrapped in Blender, normals in xNormal, AO in Blender. Viewport capture.
A quick wall fragment for a scene I’m doing. Base mesh in Blender, using Sculpt Mode, then ZBrush.
I did a lowpoly normal mapped version of the dagger. Lowpoly made and unwrapped in Blender, normals baked in xNormal, viewed in 3ds max using Xoliul viewport shader.
Here is the wire:
Did for a competition at Next-Gen Hard Surface forum -> http://www.nextgenhardsurface.com
100% Blender, the image is actually a grab from viewport, with hardware antialiasing.
And a wire, my best so far:
This is a project ment to boost up my skills in hard surface modeling. It was all done in Blender. The render is from 3ds max.
Rendered in 3ds max, some post effect glow in Photoshop.
That was hard to achieve in Blender, this tutorial helped.
Modeling in Blender, render in Yafaray.
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