And here’s the original one I made back in 2020 😊
✨ 3D Artist and trainee psychiatrist. Imagination unleashed. 🧠
🎨 No AI, now or ever. All work is my own creation using Blender.
💖 DM me for commissions.
🌐 Explore my other socials, buy me a coffee or purchase prints: https://linktr.ee/ThisLucidLens
And here’s the original one I made back in 2020 😊
Here’s the original which I made back in 2020 when I was first starting out 🙏
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
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.
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
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)
Okay but for all you know he could be murdering a child murderer
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 🙂
And I usually post here when I make something new, so I’m sure you’ll see me crop up again!
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 🙂
Didn’t use the project assets though, built my scene from scratch so it might differ slightly in proportions, etc
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
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 🙂
grumbles “and the lift is still broken… hate these shitty stairs… 350th floor flat was a stupid idea…”
Thank you! Man Myst was such a great game
Thank you, the details are my favourite parts to do
All made in Blender, rendered with Cycles 😊
Thank you! 🙏