Figured it would be smarter to gather all my finished and in progress projects in a polybooks rather than unnecessarily flood the gallery with WIPs :)
Got inspired by other polybooks and thought it'd be fun to start with my first ever "serious" project, an Audi TT (that was the intended result at least!). I remember having used a step by step tutorial that was meant for maya or 3dsmax and I adapted the workflow to blender, it was during summer 2011 if my memory is correct:
Then another funny project was to model a handgun and animate it (I was not aware of the rigging system then), here's an openGL animated .gif for your eyes only:
Then I graduated from my engineering studies and had much less time to doodle with blender. However, I managed to use blender at work, since I worked in aerodynamics simulations of vehicle I could use blender for advanced post-processing of simulations. Bonus, I didn't have to work on the geometries since the design group already made them! Some of them have been used to promote Scania's latest truck performance, see video below (my few seconds of fame start at 18s):
That was in 2016 and around that time the idea of making a living out of 3d modelling and rendering crossed my mind. I registered as a freelancer and got back more seriously to blender during my spare time.
A project I'm happy with is this space roadster I sketched and modeled:
Then earlier that year I registered to CGC in order to be more effective in my workflow. I can really tell the difference already!
The post-apocalyptic truck course:
Hardsurface modelling of a motorcycle:
Creature modelling, to change from vehicles :)
And as of right now I'm working on a sci-fi rifle:
I'll keep that polybook udpated as much as possible!
Thanks @jlampel !
Quick update on the rifle, it all started with a terrible sketch (perhaps proof that you don't always need to have outstanding skills in 2d in order to be a happy 3d modeller :D )
The current rendered version is the one below, much nicer eh?
Self-critique: I think I went berserk with the wear and tear, there's too many scratches! I have hard time properly isolating the rifle's edges to concentrate the scratches on these locations, I may have done something wrong during the baking step. The pointiness input is not convenient in this case, the mesh is not high poly enough it seems. If anyone has good experience with pointiness usage I'm happy to get tips!
Here's a screenshot of the mesh:
Quick update with Sculpt January '18 assignments, day 07 (Adventure) ongoing, here are the previous six submission (available on instagram @t_br_bn and artstation)
Day 01 - Mouth and nose
Day 02 - Mask (ok it looks more like a helmet but there's a grey area in between)
Day 03 - Excitement:
Day 04 - Desert
Day 05 - Golem
Day 06 - Monster
Sculpt January is over! Here are my entries (I will post them on the gallery as well later on).
https://www.artstation.com/artwork/8Xo8E
Forgot that I had a polybook going on, so here's the latest update on the big ol' truck:
Feels like it's almost done but there's still the front and rear axles to finish, many brackets and bolts to add, and extra accessories like spotlamps, antennas, cables to add. Not to mention what will the truck carry (the tank, unless I change my mind) and the tires to polish. But quite happy with where's it's heading! Any strange stuff to correct ?
Update, tires are repolished, front axle as well. Added more components such as rear axles (very basic shapes, it won't be that visible), some tanks there and there, a noise encapsulation around the engine and the gearbox so I skip detailling the engine for the moment :D The exhaust pipe is also polished, with a detailled heatshield.
Time to add cables, more brackets and then I'll move to the interior.