30 Days of modeling challenge | Personal challenge

Contests and Challenges

Hey Ho. It's been to long. Been doing school. I'll cut to the chase

Found this awhile back: https://cgcookie.com/questions/10255-30-days-of-modeling

I completely missed the window, but I still wanted to try it. So here we are. 30 days of modeling. My intention by posting here is to form accountability to at least something. We'll see what happens.

  • spikeyxxx replied

    J Gonzales was away for a few days. The last week was supposed to start on June 22nd. For the 21st a Lamp post was originally planned.

  • Evan Ritchey(neode) replied

    Day 17 | Filled Trash Bags

    It's... ok. I at least learned I don't want to be a simulation artist after going through this one.  Also learned, you apparently can't mix rigid body sims. w. collision sims. Or if you can, I clearly don't know how. I was originally planning to wrap rigid body objects in a cloth sim but I couldn't figure it out. Anyone else?

    Otherwise, good practice for stitching and micro-displacement (me needs more RAM if I'm ever to try the latter again).

    Hdri: https://hdrihaven.com/hdri/?h=rocky_ridge I love this one. Been using it for years.

    Bonus test render in eevee:

  • spikeyxxx replied

    You can use Rigid Bodies in a Cloth Sim, but you'll have to enable Collision on the rigid bodies as well!

    That's what I used;)

  • Evan Ritchey(neode) replied

    Ah. I'll look into it.

  • Evan Ritchey(neode) replied

    Day 18 | Concrete Barrier

    Nothing much to say about this one. It turned out very clean in both texturing and modeling.

  • Evan Ritchey(neode) replied

    Day 19 | Shipping Container

    Plenty more I need to do to this one, but I'm calling it quits tonight, as it's getting towards evening. Was busy today. Had to start late.

     Though I am pleased with the structure and symmetry that the subject lent towards all those mirror modifiers.

  • Evan Ritchey(neode) replied

    Day 20 | Dumpster

    Turned out decent. Could have worked on the texturing more, but w. my current know how it would have been needlessly long. There's alot of shaders I don't know how to tweak properly.

  • Evan Ritchey(neode) replied

    Day 21 | Lamp Post Post

    I like pole like objects. They're easy to model.

  • Evan Ritchey(neode) replied

    Day 22 | Grass Clumps

    Probably my third series of grass clumps I've made. I think I'm starting to get the hang of it. Really what I'm learning is that environments are the sum of parts. These individual assets don't quite work on their own.

  • Evan Ritchey(neode) replied

    Day 24 | Flower

    Was sick yesterday, wasn't able to work. Wasn't wild about today's subject, but it ended up rendering quite well. I snatched some materials from some older cgcookie tutorial files. Need to up the sampling a bit. Other wise, it look good. 

    see you tomorrow. 

  • Evan Ritchey(neode) replied

    Day 26 | Bush

    Around the edges it works quite well. I need to make detailed leaves for the the center to work. The flat planes aren't cutting it. But I'm beginning to detest the Blender hair particle system.

  • Evan Ritchey(neode) replied

    Day 27 | Hollow Log

    Basically a texturing exercies. Don't quite know how to fix those edges. looks ok otherwise.

  • Evan Ritchey(neode) replied

    Day 28 | Ivy

    One more left.

    used ivy gen internal addon and relied heavily on this tut: https://www.youtube.com/watch?v=d_X33-K_nHM&t

  • Evan Ritchey(neode) replied

    Day  29 | Tree 

    Yes it's a day late. Was up to late last night. 

    Not the best not the worst. Could have put some more precision into the weight paint. Some stuffs still pretty wonky. IDK. Kinda annoyed I didn't end stronger. 

    If I wasn't clear before I will be clear now. I hate the particle system. Anyone know a good comprehensive tutorial?

    Bonus broken render:

    Origin points weren't set right


    I'm going to make a final retrospective post tomorrow.

  • Evan Ritchey(neode) replied

    Retrospective | By Neode

    I have completed a total of 26 projects over the course of four weeks. For different reasons I missed only two [of the 28 in total]. So for myself to help solidify these lessons, and to anybody who happens to stumble across this thread, here is what I've learned.

    In my experience

    -Dailies are good for forcing you to learn new things your software can do and solidifying new lessons. Some prompts forced me to use blender tools I wouldn't have touched otherwise, and the "approach-ability" of knowing it would only be a day softened the pain of the newness. I definitely feel much more confident and comfortable in blender, I look forward to a more substantial project.

    -Dailies are not good for teaching "art". As each project is only a day long, and concepts are often new, fatigue can set in quickly. Polish, substantial foundations, and that last "5%", are often pushed to the side and corners are necessarily cut in order to make a decent product.

    -Good lighting goes a long way.

    -This will not be the last time I do a block of dailies, but I want to emphasize the block part. For me at least, long term dailies would be overwhelming. Regardless, they are great self exercises, and I will probably set more concrete goals next time. 


    I hope you find this interesting. Let me know about your experience with daily renders. Thank you to CGcookie.

  • spikeyxxx replied

    I think I agree with everything you say.

    |Dailies are not good for teaching "art"

    But they are great for learning techniques.

    I remember that on some days (especially when it involved Sims), I spend most of my time on figuring out how best to do something and only a small part actually making it...

    Thanks for sharing!