Sassy Side Table

A fake screenshot of Earthbound with a 3D model of a side table rendered in Blender. The color quantization was done in post-process (and doesn’t respect the SNES’ limitations). It was made as a reaction to a meme you can check here involving a photo taken of the actual side table invoking the similitude between the table’s design with Earthbound. I actually modeled the side table from scratch with this photo as only reference. …

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Sci-fi Container

A sci-fi-looking radioactive rods rendered in Blender. An exercise in hard-op modeling.The floor was its own exercise: I wanted to make a panel generator with an uniform grid layout that wouldn’t cross the panels’ boundaries.

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Stone gate

A scene showing a marble arch among a flat ocean under a cloudy sky. Mapped in Trenchbroom (for Quake I with Valve map format). A scene mapped in Trenchbroom (for Quake I with Valve map format). The textures and [makkon-skybox][skybox] were made by Makkon. This was one of the maps I made to learn how to use Trenchbroom and gauged my interest in making maps for Quake.

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Cubes

Cubes. A fractal mountain of concrete cubes.Rendered with Blender. Click the picture to open the full size version. Bonus Cubes. A fractal floating island of concrete cubes.Rendered with Blender. Click the picture to open the full size version.

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Nebula

Nebula in a glass orb, rendered in Blender.

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Eye Cannot

A deflated eye. Rendered in Blender One of the multiple works I did with the same basic eye model I did a while ago. This was an experiment with Blender’s then-recent pressure simulation in its cloth simulation system. It’s a bit of a mood, to feel deflated when tired, flabby, shapeless. One variant, with a blue iris, is one of my avatars online.

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Screen-8

A ficitional screen designed in Blender and has a screenshot of an old Pico-8 sketch I wrote years ago. Close up of the pixelsThe screen pixels are made by laying over transparent emissive red, blue and green circles. Render in the dark.The layers being emissive, they do emit light. The time to converge is slower though. The table used on the set on and the environment map used are made by Polyhaven. …

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Eye

An eye, rendered with heavy dithering in Blender. One of the multiple works I did with the same basic eye model I did a while ago. This was an experiment with Blender’s then-recent pressure simulation in its cloth simulation system. It’s a bit of a mood, to feel deflated when tired, flabby, shapeless. One variant, with a blue iris, is one of my avatars online. I fixed the palette colors with Aseprite, to make sure it’d follow a specific palette: 1Bit Monitor Glow. …

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Moon

One of my favorite works: the Moon, in holy dithered 1-bit. Rendered with Blender, fixed colors in Aseprite. Moon’s texture set comes from the CGI toolkit made by NASA’s Scientific Visualization Studio . The mapping might be slightly wrong, I didn’t pay too much care in fixing the UV range. Close of the mesh

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Palettes

A stack of sci-fi transport palettes. Rendered in Blender.I actually looked up the standard dimensions for an european palette and worked the base mesh from it. The rest was just making sure it looked sci-fi enough.

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