Ingmar's Polybook


Here is the place where I would like to share my Blender projects, document my progress and hopefully get some feedback about what's already good and what can be done better and/or faster.

  • Ingmar Franz(duerer) replied

    The scene with all assets:

    The placement and density of the props, grass and stones still could be tweaked but I'll leave it for now and proceed with the scene animation.

  • adrian replied

    You should submit this to the space station challenge duerer , those 72 hour days are paying off.

  • Ingmar Franz(duerer) replied

    @adrian2301 I'll expand this a little bit 😉. Still a few days left until August 1st 🚀 ...

  • Ingmar Franz(duerer) replied

    This is a screenshot from my WIP project of the "Lonely mountain" from the "Master 3D Environments in Blender" course on CG Boost:

    The file is currently very heavy (300 MB as file, more than 5GB in memory") due to the heavily subdivided mountains which I need for the procedural snow texture calculation on upwards pointing faces. I'll have to bake them and apply them on low-poly versions at least for the background mountains.

  • Ingmar Franz(duerer) replied

    I've created a "Space Station Challenge 2021 WIP - Energize " thread in the "Blender Discussions".

  • Ingmar Franz(duerer) replied

    My low-poly rocket from Grant Wilk's @remingtongraphics course as an exercise for my space station rocket:

  • Cannon Raymond(stickdonkey) replied

    Yea so for my scene I used the 1-2k textures, And because I had the trees I didn't subdivide my mountains as much

    I also did not use the Experimental subdivision I just used supported because that took way too long to render lol.

  • Cannon Raymond(stickdonkey) replied

    you could also render your scene in layers. i didn't do that because I had just enough memory but he used it for his scene because his mountains were subdivided a lot.

  • Ingmar Franz(duerer) replied

    stickdonkey Thank you for your explanations and your advice 😀! I definitively need to simplify my scene not only to get it rendered in its current state but also with the trees, the fog and the ice on the water added 🤪!

  • Ingmar Franz(duerer) replied

    Just a little exercise of an ancient greek style pavilion (no references used):

    I created the stairs by beveling an edge with "Custom Profile" set to "Steps" and selecting "Percent" as "Width Type" (set to 100%). After selecting all vertices of the "Stairs" object, I used "Merge by Distance" for removing overlapping vertices.


  • adrian replied

    Nice work duerer , the columns look great

  • Ingmar Franz(duerer) replied

    Thank you, @adrian2301 😀! I've created the columns using a method that I've learned some time ago. It took me some time to figure out how to do it right (or what I consider to be right 😉):

  • Ingmar Franz(duerer) replied

    A toy brick house that I've modeled some time ago following Rob Tuytel's course on creating modular environments:

    The character is a premade asset from the course resources.

  • Ingmar Franz(duerer) replied

    An owl sculpted following a tutorial by Zacharias Reinhardt:

  • Sébastien Lenaerts(slenaerts) replied

    That's one design to sell to Lego (r) :).  Nice work!



  • Sébastien Lenaerts(slenaerts) replied

    That's one wise looking owl! nice work Ingmar!

  • Ingmar Franz(duerer) replied

    Thank you, Sébastien slenaerts! I was a lot of fun to model it 😊. Hopefully, I'll gain the wisdom soon to model more advanced anatomy like in Kent's upcoming "Human Portraits" course 😀!

  • Ingmar Franz(duerer) replied

    Thank you, Sébastien slenaerts! This toy brick house is warm-up for modeling more realistic looking houses in big landscape scenes. Still a lot of learning ahead 😉 . . .

  • Vue Thao(euv) replied

    Cute owl 👍

  • adrian replied

    Nice owl sculpt duerer