Wow! These look pretty amazing! You are learning so quick! I’ve been using blender for a year now and I could never do that XD
Your experimental stuff is really nice and i could not even begin to guess how you are making any of it. It all appears to be procedural of some type.
But your full images just blow me away. I think if you post some of those in the finished projects section you may earn a top row position.
Well done, and looking forward to more.
edit: For some reason I never realized it was possible to rate sketchbook threads. 5 stars from.
Thank You for appreciating my works.
I hope to find some time to continue this thread soon -
there are still many things waiting for an upload.
Yes, my modeling approach has a tendence to be
procedural, and topological.
I have only few spare time to work on 3D stuff, and so i try to avoid
too much fiddling about things, and i definitely need to invest more time
to improve the quality of my renders.
Since i been using structure synth to generate organic looking things based on
algorithms, i had the silent wish to get rid of that " multi balls " appearance.
structure synth itself has the option to generate meshes, but still under development,
and the results are messy.
Not far ago, i been really happy about having found out that meshlab is
able to generate continuous meshes from structure synth objects.
If someone is interested, i could give a more detailed how-to.
Meshlab is a free application, at least the beta version i have in use,
with many interesting features.
for not showing too much non-blender-generated stuff here,
now some alien botany originating from blender
another more alien botany, and full scene
sky background image done with Terragen - the free trial version with some limits in render size
more duplifaces exploring - this will become one of my favorite
features in Blender. It makes one able to create very complex structures
easily and at low cost for hardware resources.
first approach to generate veined leaves
the thoughts about how to create a topology appropriate to model
veins spent quite a long time in my head until i found a neat and
easy to do workaround. Here a screenshot :
if someone is interested , I could give a description how to do
full scene making use of veins topology and generous appliance of
duplifaces
a bit post worked with PS