Below you can find my entry for the Bleder Guru contest (where the topic was the "future").

Blender Guru's competition page:

I'm really glad to have won the contest, I learned a lot from this project (especially in textures workflow); I encourage anyone who wants to get involved to participate in the next contest, and do their best!

Modeled in blender, rendered in Octane, photoshop for the textures



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The central part of the motor is quite finished, now I go ahead for further details




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Finally I finished the upper part of the steer. Like the frame, I added some weld seam with a sculpting program, and then bake the normal maps.



The next part will be the motor!

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I finished my first render of an indoor scene. I was inspired by a picture that I found in a brochure of Foscarini, changing a few things. Modeled with Blender and rendered with octane.

Concrete indoor

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Finally a new update of the motorcycle!
I've finished the front fork, the wheel, the brakes and the frame, adding the weld seams using a sculpting program.

Here it is a simple test for the weld marks, done with a separate objects subsequently sculpted and baked to obtain the normal maps:

And a clay render for the progress done so far:

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After the last car I wanted to do something a little different, a motorcycle.
Searching troughs the various models I immediately fell in love with the agusta bestiale, a concept body mounted on the agusta brutale.

Being based on an existing bike I've found the workshop manual for references.

For the moment I have modeled some parts of the front fork and brake.

Here's the render:

and an image for reference:

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Finally I finish this project, here are the two renders that I choose:



(click on the images for a bigger pic)
Rendered with octane.

WIP posts

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I'm near the end of this project, I did a test and modeled the air intake, here is the result:


and the same shot without the air intake:


This is a little update on the sunset shot:


And the wires for the model:



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Last update on the modelling process, the front and the rear lights:



Now it's time for the environment and lighting, I think I'll do two scenes, one more classic with a backdrop, to show the car, and another more artistic; I have some ideas in mind.

I will use as render engine cycles to position the reflection light, and Octane for the final render.

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It's wheels time!


(the main disk part come from this

And the updated front and rear clay render:





I think it's 90% complete, I need to model only the internal parts of the front and rear lights, and maybe add some details here and there.

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This project is about a concept car drawn by Scott Robertson that I found in the book "Start your engines" (another great book to have in your library), here it is the image for my references:

This is my progress: the hull is almost done, the headlights must be re-shaped, but I'm overall satisfied.





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Finally another update for the upper body:



I'm near to finish the rear parts, and later I'll tweak here and there.

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Cuboid aliens

Posted on 07:06, under ,

I want to show you a quick render I made, inspired by an illustration of Emanuele Tenderini

When I saw these cuboid things, I absolutely had to do it

Cuboid aliens

At first I tried to make something more realistic, but the result was a bit too

Cuboid aliens ver_1

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Finally, the final rendering.
I added some post processing effects using blender nodes, such as glare, vignetting, color belance, etc..


Here you can find the work in progress: W.I.P. link

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This is the first tutorial I write so I hope to be clear.

I wanted to show you how to add some textures to a material to reach the effect called whethering.
For this example I'll use a simple sphere with a hole, inside which there is a small screw.
Here you can see the wire and a render test for uv mapping (uv mapping is essential for texturing).


This is the texture order for the shpere:


and for the detail:


First af all you need to set a basic material:



I set to 0 the specular intensity value because we will use a texture to control it.
Let's apply the first set of textures (diffuse and specular), using the same image.
In this case I used "RustPaint0304_L" from cg textures.

Use this parameters for diffuse:


and specular:


Reaching this result:


After this step you'll have a nice bump texture, and a slight change in color, but the rust will not be satisfactory at all.

To enhance the rust I used a stencil map + a plain rust image; the stencil was created in photoshop from the image used in the previous step modifying the levels, getting a picture with a markedly contrasts:


Now apply this image as a stencil using the following parameters:


below the level of the stencil I put a picture of generic rust (in this case Rust0185_1)
After rendering, you'll get this result:


Now we begin to use the project painting for the discoloration:
we start creating an image 2046x2048 with a level of alpha = 0


then enter into texture paint mode and begin to color our ball using a very big brush with a low straight, using colors like dark brown, yellow and green, to simulate the yellowing of the paint, dripping, and other signs of aging.


Save the texture, check "premultiply" and add it in the textures of the material; finally launch a render:


Create another texture with the same parameters of the previous image; in this one draw the details that will be more visible, using the again the project painting.

At first draw some dots where we want to make the dripping effect and then use the smear tool for stretching the dot down and obtain the desired result.




Wider will be our color palette, more the result will be satisfactory; we can add more colors in the same spot, which will must be mixed together using again the smear tool.

This technique is the same used for weathering a models kit, using procedures like these:

Here it's the final result on the sphere with all the texture applied:


Be patient during this stage: the more detail you will draw, the more realistic result you'll get.

Now do the same on the detail.

Diffuse + specular texture:


Stencil + rust texture:


And the final result (for the decal, I used photoshop for the chipping paint effect):


And here is the .blend file of my work.

I hope I was clear; if you don't understand some step, if you have any suggestions or tips, let me know (especially corrections of my poor English).

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