At the 11th hour of 2020 I set myself some goals for the coming year. As I’ve done for the past two years, I set myself 6 months of writing as a goal. But now that I’d been achieving a lot with my art and had been looking for a challenge I decided to put to myself a tough and SMART goal: do one 3D render every day in January.
the coronavirus pandemic is over thanks to widespread free vaccinations.
i’m at the jewellery store picking up the engagement ring i plan to give you at dinner tonight - your favourite restaurant of course.
you’re trapped in a series of stormwater drains, chased by strange wraiths and bleeding heavily from your left ear.
Process I started by building a simple set of planes forming a ground and walls and textured them using PBR textures from Quixel Megascans, then added a plan above the ground with another Quixel texture for the water.
Sitting here with you on the jetty at the end of the world should have been romantic but even then you spent all that time arguing that it was probably a pier.
Process I wanted to create something serene, something that blended an infinite horizon and a clear blue horizon - the likes of which I see often in my city during summer.
To achieve the water, I took a texture of some some thick grassy ground covering from Quixel Megascans and then multiplied it with a rotated tile texture (Blender node from Polligon).
This is a followup to my previous post “Blender and World Creator Workflow - Surface” and in this one we’ll be dealing with bringing over the fancy textures you’ve applied to your World Creator 2 project. We’re going to start with a three texture setup, having more textures becomes much harder to model with this method and is left as an exercise to the reader.
World Creator Add some dope textures to your world!
This post will be a quick tutorial on importing your sick terrain from World Creator 2 into your Blender project. I’ve done this a few times so far, including in my most recent post. Now I’ll walk you through the process of exporting and importing the surface layer - not including textures (future post).
World Creator Make something dope! Go to Export in the top-right corner, make sure you’re on the Surface tab and set the following settings: Map Type: Terrain Height-Map.
“Corporal, when you said we had a five star hotel to stay in…”
“Private I specifically said it was a five star hotel, past tense.”
Process After what felt like a relatively no good success on other renders I had worked on, I decided to try something a bit easier as a concept. Using my basic Blender workflow I started with a relatively flat (max 100m height) desert scene in World Creator Standard, then added one building group from the KitBash3D Aftermath set.
I know I haven’t been posting as regularly, but things have been hectic. New job and some mental health stuff have limited my ability to work on my technical projects. But instead I’ve been trying to keep busy with something else.
At some point Facebook and Instagram both advertised to me a 50% off sale on 3D art assets from KitBash3D. Now I’ve always been interested in 3D art and 3D rendering but never had the time or impetus to focus on it, however I decided to splash out and grab a kit.