This model by cgstrive has been largely procedurally generated with modifiers. Very cool!
I initially attempted to execute it a year ago when I first moved to Blender from max/maya. I failed to conclude it and had to freeze the project until 2016.
My main goal for this project was to find a nonlinear, (semi)procedural modeling workflow for hard surface meshes that would not impose step-by-step destructive execution nor other limitations of dominant hard surface modeling techniques. To achieve that I relied heavily on Blender’s modifiers as well as Houdini’s procedural modeling to preserve critical parts of construction history. Problematically such an approach introduces micromanagement overhead. To minimize loss of time significant effort went into prototyping various workflows as well as some python based tools. The scene in current state has over 350 objects, 90% of them with solid construction history(modifiers or nodes) and fast to change subdividable base meshes. Good use was also made of new lightning fast bmesh Booleans (big Tnx to Campbell).
Theme selection, shape and decorations are not accidental either. It is symbolic with intent to reflect genuine appreciation and gratitude to people behind the scenes as they empower every single Blender artwork! I hope this does not offend anyone.
Software: Blender(80%), Houdini. Rendered with Cycles GPU, basic light setup. Minimal comp, no paintover.
Thank you for viewing!
7 Comments
such a fine fine piece!
The names of the main devs all over :D
Oh wow, I hadn't even noticed that. Nice touch!
Very impressive modeling and very clean materials! And a great tribute to the Blender developers ! Great ! :-)
Super-slick!
Very nicely done, I'd love to see a video showing how the modifiers were used.
+1