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Here are all the renders I have created using blender. Some are from following tutorials, whereas others are taking skills I've learned both inside and outside of college and applying them to a render.
One of the first things we were asked to create using blender was a toaster. Using a reference image I extruded vertices and moved them around to fit the outline of the toaster. I used extrusion to create the base shape and bevel to smooth the edges, along with a few other tools like insetting faces etc.
We were also asked to create a torch using blender. The model was a simple cylinder shaded smooth, then extruded the face out and scaled it for the head of the torch and then using inset and extrusion. I used a directional light for the torch light and the fog is just a principled volume shader.
Here I followed a tutorial to make this render which I then later used some of the shading techniques for other renders and projects. The liquid like emission texture is a musgrave and noise texture into a mix colour node.
This render was from a task where we were asked to make a magic book or a witches' cauldron in October for a Halloween theme. First I modelled the book by extruding, insetting and beveling edges and faces. The paper of the book I used loop cuts and extruded a random set of the faces inwards along the normals. I then made the textures for the book, the black is just a black materials the paper is just a light green/yellow material. However the green/blue part is the texture I used in the previous render and the lighter emissive colour is the same but into the emission of the principled volume. I then used a particle emitter with a sphere, that has a light blue emission texture, as the emission object.
We were then taught how to use the cloth modifier in blender. The cloth uses the simulated gravity to fall and deform its shape around any other objects. So I used three spheres below the cloth to give it the shape of a ghost (for Halloween). After the cloths was created I keyframed the spheres to move and create a small animation of the ghost.
After creating the ghost I thought about what else the cloth modifier could be used for, and so I came up with the idea of a picnic table with the classic red and white chequered cloth. So I modelled the bench using a reference image and used pbr textures I found on the internet for the legs, wood planks, grass and fruit bowl. I created the wind glass using simple hard modelling techniques and a glass BSDF. The cheese and bread were simple models with shaders and the fruit I used sculpting with a sphere that has subdivided topology to create.
I followed another tutorial to create this pink ring render however for the most part it is stuff I'd learnt before. The new thing the tutorial introduced was HDRI sky textures, which are essentially using a 360 degree environment texture which affects the lighting of the scene so for this I used a pink sunset HDRI and I aligned it to where only clouds were shown. The pillars on the water are spread using a hair particle system.
I then started to use emissive textures more often and created this semi "horror" related render, again using the same material techniques used in other renders.
Here I tried to create a semi visual story render using fog and direction lights to create a futuristic fort at sea.
These renders are my first time using geometry nodes. I followed a tutorial to create the first one and then a few days later tried to recreate it. Geometry nodes are a way of editing transforming and spreading geometry and many other things using a node base system similar to creating materials.
Here I followed a tutorial on how to add video to blender and use transparent node to remove the black background of the video to create the fire. The fire pit is just simple shapes so cylinders for logs and cylinder with inset faces extruded in for the wind protection.
Here I followed a tutorial using blenders quick effect, cell fracture, to create this imploding crystals scene. Cell fracture takes a 3D shape and fractures it into smaller pieces (size and other things customizable).
I used the cell fracture effect to allow a glowing ball to hit this glass window and have it shatter giving all the pieces of glass a rigid body to allow gravity to take affect.
I then used the same tool to create these wine glasses shattering and falling to the surface.
I followed a tutorial on how to turn the basic cube into a sci-fi cube. To create it you make a rubix cube shape using loop cuts, bevelling those cuts and extruding the face inwards. Then do the same again but for the smaller parts on the rubix cube. After this you select random faces and use the mask modifier to delete them without messing up the geometry. Then use a metal PBR texture for the main part, then I duplicated it and scaled it down giving it an emissive texture with an image texture plugged into the alpha. After I duplicated and scaled the object placing it around the scene along with a plane with a rock texture. The wires were just elongated cylinders scaled/stretched in length, and duplicated.
I then tried to create my own scene using a similar method to create the cube. This time going for more a futuristic base with these pathway platforms in the middle.
Here I followed a tutorial to make a potion but with space in the bottle. It's a sphere shaded smooth with a solidify modifier along with etruding faces and edges. The space part is a sphere with a metalic black material along with a emitter particle system using a icosphere with an emission texture as the emitter particle. I then also used a HDRI for reflection of the glass to improve the space look.
I haven't done a stand alone render in a while so I decided to see what I could make on my own. I used sapling tree gen to generate the tree and gave the leaf a gradient texture and the branches a bark texture. The grass is a particle hair system with a gradient texture and the falling leaves are an emitter particle system also with the same texture as the leaves. I used Kiara dawn HDRI as used in a few other renders as it has a good pink sunset lighting. And the cloudy sections are just a principled volume with volume scatter.