Tuesday, July 11, 2017

F-4 Phantom II Printable

Finshed up the F-4 Phantom and sliced it up for print. Here's some renders of it!




Thursday, June 22, 2017

Follow-up to the SR-71 Blackbird

So I finished up the Blackbird detailing, and threw it up on thingiverse. Some 900 or so people have downloaded it, and a few have shared pictures of their prints.
Final Render in Blender

This one was impressively glossy for a fresh print. I liked how the details around the cockpits came out, but this doesn't highlight them that well.


Printed in blue.

Just thought I'd share with you guys, and see what you thought. Thanks for looking!

Monday, June 19, 2017

Working on a new logo

So I feel like I finally got some inspiration for my branding. Thought I'd vectorize myself and came up with this. Some friends and family said I looked a bit like a DJ.

So I decided to add in some wireframes, and the blender logo to really make it a little more clear. Let me know what you guys think!

Thursday, June 15, 2017

T-virus Vials from the Resident Evil movie



Here's the node setup for the blue liquid. The green is the exact same with just some different colors.

Thursday, June 8, 2017

SR-71 Blackbird 50% of detailing done

So the goal of this one is a highly detailed 3D printable model. I'm putting as much detail as possible right into the mesh. I will likely have to make the wing artificially thicker to accommodate being printed, but we'll see.


Sunday, June 4, 2017

Lucio's Gun Final

I've decided to leave the model where it is. There are a few things that I could do to perfect the render but I decided against it. This will be printable with just a few modifications and slices. Look for it on thingiverse in the near future.

Final

I'm very happy with the way it turned out. I thought about scuffing it up and adding a worn look to it, but I don't think that's really my style. I enjoy clean surfaces and perfect shapes. This is just a touch off the mark for my OCD. I would spend another 10-20 hours fixing it though, and I think that time would be better spent learning some newer techniques, or starting a new project. 

Please add feedback if there are things you'd change or questions you have. As always, thanks for looking!

Tuesday, May 30, 2017

Lucio's Gun WIP update

So I started modeling out Lucio's Gun from Overwatch. Here's the latest update(2100 verts):

You can watch the video here of the initial shaping: 

Part 2 will be up later this week. We're having the floors done in our house at the moment so my computer is down at the moment.

As always, thanks for looking!

Wednesday, May 17, 2017

Hypercar/Batmobile Work in progress

So I started out with  a design that resembled a bit of the Michael Keaton Batmobile mashed-up with a Lamborghini frame. The wheel spacing turned out to be... a little small to put it lightly. So I ended up stretching it out a bit.


The majority of the details come solely from that single Batmobile. The back end resembles the animated series a little bit. I ended up doing away with the throw back doors which I felt reminded me of the Adam West version. I chose yellow as the accent because I felt it fit best with the bat logo used on the hood ornament.

I even added the chalk doodle from the dark knight rises to the brake calipers. They could be better, and the slotted rotors could use a little more material editing.


I have yet to work out the back end. For the render I threw the Egoista bumper on it real quick, but it wont be the final bumper for it. I'm also not sure about the headlights. I may still change the front end up a little bit. and I'll possibly add some mirrors and blinkers and such. I'd like for it to be a believable batmobile hypercar. I love the tumbler and all, but I think Bruce Wayne of today should have a more reasonable car for hitting the streets in an inconspicuous manner.

As always, thanks for looking!




Sunday, May 7, 2017

F/A-18 C Hornet

So my buddy works on these in the Navy. He asked me to model it out for him. This was the best I could do in the end. As much as I'd love to achieve photo realism on something so complex, I'm not extremely proficient at texturing/painting these models and scuffing em up.

I'll get there eventually, but for now I'm still working to find new ways to achieve printable accuracy. I want my aircraft models to have the maximum amount of detail in them when brought to life.



To all those that serve, thanks for your service!

Thursday, May 4, 2017

Ghost from Destiny


I have a friend that is a huge fan of Destiny so I decided to model out the little helper bot. This model was fun to figure out. I think I'd model it differently if I did it again. I have a better understanding of where the mesh could be simplified. I'd also like to make it a bit more accurate.

At the moment, the outer shell is ready to go in terms of printability, but I'd just have to figure out how I wanted to insert the inner sphere. It's easy enough to just do a boolean difference on it, but I think I'd also want to cut it in two so that I could insert some sort of LED inside of it as well.



As always, thanks for checking it out!

See it entirely at sketchfab.

Wednesday, May 3, 2017

Airhorn


This is how I feel tonight. I hit 30 subscribers today on my Youtube channel. That's the equivalent of a classroom full of kids eager to learn. Its been roughly two months since I began making videos consistently and I feel content with the progress I'm making.

I've learned a fair amount in terms of what type of content my viewers want to see, so I'm attempting to keep all of the different preferences in balance right now. I feel like its good not to just focus on one aspect of modeling.

Just like in life we need to find balance.

To all of those that continue to support me and follow, like, or just check in on what my most recent work is, I'd like to say thank you. It means a lot to find a community of friends that enjoy modeling, and creating.

I look forward to what the next few months will bring, and thanks again.

-Oranhunter

Friday, April 28, 2017

Pharah's Helmet WIP

So I've always enjoyed Blizzard's artists. They have extreme talent on whatever project they come up with. Overwatch characters are beautifully designed, and all unique. Its no wonder the game has over 30 million players.

At the moment I admire this game from afar, and model parts in my spare time. This is a work in progress on Pharah's helmet. Simple, yet elegant. The details still need a bit of fine tuning, and I need to add the chin guard. I'd love to slice this up to make it printable.

I'm going to be doing my next tutorial on a lot of the basics of blender, but I think I'll use this model to discuss a lot of those basics. A few people have been lamenting the difficulty of blender, and when to use different tools. With 3d software, there's often times lots of unique tools like the knife, or offset edge slide tools, that are more advanced. Sometimes people just like to learn where the hammer, or wrench are before they pick up the surgeons scalpel.

Look forward to that video in the next couple of days. For now, thanks for checking out the post!



Wednesday, April 26, 2017

Modeling Tips for: Cars

Hard Surface modeling - Tracer's Gun





Wanted to show some specific, simple techniques for modeling out Tracer's Gun. Modeling becomes very simple when you begin to break down individual components of a given object and just focus on one thing at a time.



Always get your overall shape out of the way before breaking down into further details.



Thanks for watching, and any and all feedback is appreciated!

Tuesday, April 18, 2017

Diamond - Trillion Cut Timelapse

F-35 Joint Strike Fighter. 442 Verts (115k with sub-surf)



So I'm working on a new print. I'm very happy with how low I've managed to keep the vert count. Seems to be so low because of how simply this aircraft has been designed. There are very few sharp details to it. I love this aircraft for that reason. Not because of how simple it is to model, but because I love efficiency. There's something about creating a beautiful shape with as few steps as necessary that just makes me happy. I could probably shave another 20-50 verts off of it, but I think I'll leave it here.

Thanks for looking!



Quick render

Monday, April 17, 2017

Diamond cuts

Latest render of diamond cuts. Left to right; top to bottom: Heart, Marquise, Cushion, Round, Princess, Oval, Radiant, Emerald, Cabochon, Heart shaped cabochon, Octagon(laying flat), Asscher, and Trillion

The shader on the left is the original built by The Digital M. The shader on the right was with some very basic tweeks to it.
The render above has quite a few differences, but also good lighting to highlight the facets of each diamond. 
An important aspect of doing a final render of something like a diamond with this type of shader is to use maximum number of light bounces via full global illumination.

Another important aspect of rendering small objects like diamonds is to make sure the scaling is roughly plausible. There's no such thing as a 500 carat diamond(to the best of my knowledge) so make sure you use about a 300 millimeter "lens" via your camera settings, as well as choosing a single diamond to focus on and using some radial, or f-stop depth of field.


I'll be doing a few more time lapse videos in the near future of some of the cuts since you guys/gals seem to really enjoy those. This gemstone series, though, will be coming to a close in the near future, and I'm glad to be at the point I am with the render quality to them. As always, thanks for checking in!

Friday, April 14, 2017

Blue Falcon


Was playing F-Zero with the kids the other night and decided to model out the Blue Falcon. I'll post a time lapse in the next day or two. Its a pretty simple sculpt.

Wednesday, April 12, 2017

Lamborghini Egoista

So I decided this week I wanted to do a car. I hadn't modeled one yet, so I wanted it to be a good one. Lamborghini's have always been an infatuation of mine. It could definitely use some more detailing, logos, and other text but I had to take a break from it. 

I learned a lot about shaping these things, but the biggest take away from modeling this has been to really focus on the bigger picture. Too many times I got wrapped up in doing one particular detail, and really messing up my topology. The time required to fix the topology would have been better spent in examining the best course of action first.

At any rate, its break time from this project. Thanks for checking out the progress!


Tuesday, April 11, 2017

Paved with gold...


Thought about doing some Easter eggs, but then felt I'd rather do something more relevant. Decided to mess around with gold. One thing led to another. Throw in an emission shader on the text and viola.

Thursday, April 6, 2017

Shuttle Type 9

So around 2 years ago when I started modeling, the very first thing I wanted to create was a shuttle from Star Trek. It was one of my favorite TV shows growing up, and I have many fond memories watching it with my father.

Original model of mine

When I was younger I'd watch The Next Generation, and Deep Space Nine with him, but when my parents split, Voyager was in full swing. I was about 14 or 15 at the time and I would watch reruns of it every night before bed.

Star Trek has always been a show that pushes the boundaries and really tries it's best to highlight psychological struggles of being far from home, as well as political issues. For that reason, a lot of episodes from TNG, DS9 or Voyager still have relevance today. Any story that has philosophical truths in it is going to stand the tests of time, regardless of its CG(or physical models) components.

So in keeping with my passion for revisiting old movie/video game productions, as well as attempting to show my improvements here's my current render:

Latest model of mine





I still have a ways to go with texturing. I couldn't find myself a good texture that I could make a good displacement map from either. At least not one that was free. But in the end, I'm pretty blown away at the difference some time and effort can make.

Eventual goal is to fully model out the interior as well, and import it into Unity and walk around inside VR


As always, thanks for reading and feedback of any kind is appreciated (constructive critique especially)!