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About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

19 Comments

  1. Beautiful work. I could learn so much from you. The only little critique I have is that the text on many of the floating lanterns is upside down (but not all of them).

    • Well... that's embarrassing. I had no idea! Good thing I wasn't getting it tattooed. :D Thank you for your critique, Terence!

      As for learning from me... I haven't been doing 3D for very long, but if I can help you in any way, feel free to ask. I will try to do my best to answer any questions you may have.

  2. It would be nice to see an article about his workflow (like the ones in Ronen Bekerman's blog). I love BN but I miss more stuff to "read".

  3. Your Lost Art & Gumball machine really are mesmerizing. I am new to Blender and am finding the Texturing & Lighting side of Blender to be a bit daunting. I would love to see your workflow. I can only imagine your node setups, i get so confused be them.

    Again, Great work...

    • Thanks again, Denzel! I really am flattered by your comment! Most node setups for the materials are not really that complex.

      For my first renders, I used the good old diffuse+glossy+fresnel. After that, I started using cynicatpro's node setup. He had a 5 video series on PBR a while ago, which (I think) he took down and then reuploaded updated versions. Now I use Andrew Price's free PBR dielectric and metal nodes, which are based on the newer Cynicatpro videos. I just plug all the textures needed for each one. Recently I have started using the metal node less. I plug a glossy node directly to the material output and I just add a normal map for the scratches and a roughness map for fingerprints and smudges.

      As far as lighting goes, to be honest, I am lazy. Both the images you mentioned, use just an HDRI as lighting and that's it, no fill/rim light at all. The scenes with just an HDRI or HDRI/one fill light, have had the most positive feedback from people. The scenes I've made with more than that, look kinda weird for some reason.

      Right now I'm at work, so I don't have my computer around. When I get home, I'll take some screenshots and post them on artstation for you to see.

  4. I really appreciate the help, i have followed tons of Andrew Prices Tuts & that has totally been the stepping stones to me starting. But then from time to time you get someones work that really is something else. As i have been involved with Art in general over the years, it's not that hard to notice when a CG pic is a fake. Until you get Pics like you have made.

    Again, thanks a ton for the help. Every little bit helps.

    • Thank you so much for your comments. I really do appreciate them. I forgot to mention that I wrote the explanation in the comments section, because it wouldn't fit in the description, but I guess you found it. I hope it helps. Again, thank you!

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