Blender artists' talent is scattered all over the internet for everyone to behold, with one amazing artwork after the other being posted on all sorts of forums and mediums. In this series of posts, we attempt to collect and showcase pieces that wowed us with their artistry and production value.
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The first pick for today is 3Daniela's Gravity Falls Fanart. This super clean 3D rendition of an iconic character of the 2D show is not Daniela's first foray into re-imagining iconic cartoon characters in CG, and it shows. to achieved the hand-drawn look of the textures, Daniela sculpted some details which she then highlighted using vertex paint with dirty vertex colors. Check out her Arstation page for more of her work
This product design eye-candy is the brainchild of artist Albert AfPommern. Fully modeled in Blender and rendered with cycles, this re-imagining of the unmissable Gameboy design through the lens of Braun aesthetics works great, both in concept and especially in execution and final rendering quality. The lighting was achieved by used a combination of multiple emission planes for both the main and fine-tuned lining, and a subtly tuned HDRI to get reflections.
Next up is Troopy95 wonderfully whimsically and tactile "RainWhale". Coming to us over from the Blender subreddit, this piece shines by the simplicity of its concept and execution. The handmade clay aesthetic and shading are perfectly tuned and match the "vibe" of the concept.
Ashwin Ramadesika's "Bedroom Archviz" is a project he undertook to explore the power and viability of Eevee as an Archviz render engine. In his project, he pushes the real-time rasterization renderer to achieve great results, without incurring eye-watering render times. The project was made with Blender 2.83. Check out his Artstation post for more renders of this project.
Finally is Krzyszof Kolatorski's incredible artwork: "In the woods".This project was done entirely in Blender except for the tree stump on top of the house which is a modified Megascans asset. Krzyszof states that this render taught him a lot about using passes in the compositor, as well as blending materials, both techniques which he used to achieve great results.