I began by working through Tinkercad’s introductory tutorials to build familiarity with basic 3D operations including translation, alignment, duplication, grouping, rotation, and spatial scaling.
For this project, I explored organic terrain modeling using Tinkercad’s Scribble tool to move beyond geometric primitives. By layering freeform shapes at different elevations, I created a continuous watertight manifold surface that could later be imported into Blender for rendering and lighting experiments.
This process got me thinking about terrain as a layered spatial form rather than isolated objects and gave me ideas for combining 2D sketching approaches with 3D environment design workflows in the future.
Tutorial link: https://www.tinkercad.com/projects/How-to-Make-Contour-Map-With-Tinkercad
This project explored procedural construction using Tinkercad Codeblocks. I experimented with repetition, randomized transforms, scaling, and rotation to generate clustered crystal-like forms algorithmically rather than manually.
After generating the form in Tinkercad, I refined the object further in Blender through material and lighting studies.
Tutorial link: https://www.tinkercad.com/projects/Geology-With-Tinkercad-CodeBlocks
Using geometry created in Tinkercad, I explored Blender workflows involving HDRI lighting, world-node mapping, rendering, and reflective material design. Through lighting, materials, and mesh manipulation, I transformed relatively simple geometric forms into more atmospheric and complex objects.
Selected tutorial references:
I experimented with node-based world lighting using HDRI environments found at https://polyhaven.com/hdris. By testing multiple outdoor and nighttime HDRIs, I observed how environmental lighting changes perceived atmosphere, shadow softness, reflection behavior, and surface definition while using the same geometry.
I also experimented with world-node mapping by rotating HDRI environments along the Z axis. Small rotational changes significantly altered shadow placement, perceived depth, reflected highlights, and overall scene mood despite the underlying geometry remaining unchanged.
In a final set of experiments, I explored Blender’s material system by assigning contrasting reflective materials to selected regions of the same procedural crystal form. I created an oxblood-colored crystalline material alongside a darker chrome-like reflective surface to study how lighting, reflectivity, and surface contrast influence the perception of form and spatial ambiguity.
During this process, I used Blender’s viewport HDRI previews to rapidly evaluate reflection behavior and material interaction during rendering tests.