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  • My first female character... wich mean new body proportions and...hum...features to learn about.

    This project was made to be rendered using Blender's realtime engine EEVEE.
    For example, the hairs are geo-based but with a shader than simulate the multitude of hairs strands a proper hair system would create.
    My first female character... wich mean new body proportions and...hum...features to learn about. This project was made to be rendered using Blender's realtime engine EEVEE. For example, the hairs are geo-based but with a shader than simulate the multitude of hairs strands a proper hair system would create.
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  • This is a small prop I did for a game prototype in Unreal. I needed something that could produce a lot of light (in dark corridors) and also be used as a defensive weapon.

    Modelled in Blender, using a Bolean/harden normals workflow and textured in Substance Painter.

    [Notice the Starfield-level of mechanical nonsense lolll]
    This is a small prop I did for a game prototype in Unreal. I needed something that could produce a lot of light (in dark corridors) and also be used as a defensive weapon. Modelled in Blender, using a Bolean/harden normals workflow and textured in Substance Painter. [Notice the Starfield-level of mechanical nonsense lolll]
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  • This is a simple little spaceship I did for a prototype I was making in UPBGE (a top-down impulse-driven controller with inertia and gravity).

    Man I need to do more hard surface stuff.... I'm very rusty in that departement...

    Note : in the first image, the "wireframe" object overlapping the ship is its collision mesh, needed for game physics.
    This is a simple little spaceship I did for a prototype I was making in UPBGE (a top-down impulse-driven controller with inertia and gravity). Man I need to do more hard surface stuff.... I'm very rusty in that departement... Note : in the first image, the "wireframe" object overlapping the ship is its collision mesh, needed for game physics.
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  • This was a quick exercice I did following the CG Boost's Blender sculpting course (I don't remember how it was called but...).

    I also tried that Shader to RGB toon shader method everyone is talking about... plus some linearts with Grease Pencil.

    --Credits--

    I've used this vector-style image as a reference : https://fr.freepik.com/vecteurs-premium/illustration-icone-vecteur-dessin-anime-mignon-koala-surpris-concept-icone-nature-animale-isole-vecteur-premium-style-dessin-anime-plat_20188233.htm

    This was a quick exercice I did following the CG Boost's Blender sculpting course (I don't remember how it was called but...). I also tried that Shader to RGB toon shader method everyone is talking about... plus some linearts with Grease Pencil. --Credits-- I've used this vector-style image as a reference : https://fr.freepik.com/vecteurs-premium/illustration-icone-vecteur-dessin-anime-mignon-koala-surpris-concept-icone-nature-animale-isole-vecteur-premium-style-dessin-anime-plat_20188233.htm
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  • As a 3d modeler, I was simply looking for an open-minded comminity far away as possible from the Ai-pocalypse and all the NFT and algorythm nonsense. I also needed a way to post multiple images per "project"... after looking at other platform, like artfol and Bluesky, it seems that only Inkblot reach those criteras.

    Let's se what the devs have in there sleeves for the future of this platform !
    As a 3d modeler, I was simply looking for an open-minded comminity far away as possible from the Ai-pocalypse and all the NFT and algorythm nonsense. I also needed a way to post multiple images per "project"... after looking at other platform, like artfol and Bluesky, it seems that only Inkblot reach those criteras. Let's se what the devs have in there sleeves for the future of this platform !
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  • This was the first assets I made using a Blender - Substance - Unreal Engine workflo.

    Everything is modeled in Blender and then textured in Substance Painter before its imported inside Unreal. The entire thing is a bunch of smaller separate pieces that are then combined into Blueprint actors to make different "building blocks". That way, the environment artist could quickly create corridors sections or even entire levels, while being able to customise everything

    The collision was generated automatically.
    This was the first assets I made using a Blender - Substance - Unreal Engine workflo. Everything is modeled in Blender and then textured in Substance Painter before its imported inside Unreal. The entire thing is a bunch of smaller separate pieces that are then combined into Blueprint actors to make different "building blocks". That way, the environment artist could quickly create corridors sections or even entire levels, while being able to customise everything The collision was generated automatically.
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  • Some chill out retopology ! (I still find this process sooo relaxing)
    Some chill out retopology ! (I still find this process sooo relaxing)
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  • Ok so for this second version I tried to change a bit the proportions and experiment a bit more with procedural texturing :

    - Used a nice procedural camouflage fabric texture
    - UV-based stencils
    - External images (first time I do this)
    - procedural bump map to normals
    - ect

    I had a lot of fun, especialy with the clothes. Got lazy for the hairs there, since this version of the character is wearing a cap. I'm still trying to figure out proportions (I have troubles with kids since the head-to-body ratio makes them looks way younger than they actually are , I tihnk - at least when they are "stylised" or "cartoony"). I'm also still trying to figure out what my personal style is.

    I'm starting to realise that Cycles have some energy conservation problems with SSS too...
    Ok so for this second version I tried to change a bit the proportions and experiment a bit more with procedural texturing : - Used a nice procedural camouflage fabric texture - UV-based stencils - External images (first time I do this) - procedural bump map to normals - ect I had a lot of fun, especialy with the clothes. Got lazy for the hairs there, since this version of the character is wearing a cap. I'm still trying to figure out proportions (I have troubles with kids since the head-to-body ratio makes them looks way younger than they actually are , I tihnk - at least when they are "stylised" or "cartoony"). I'm also still trying to figure out what my personal style is. I'm starting to realise that Cycles have some energy conservation problems with SSS too...
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  • This is a stylised bust I did while following the "How to sculpt a stylised head in Blender" course by Danny Mac 3D.
    This is a stylised bust I did while following the "How to sculpt a stylised head in Blender" course by Danny Mac 3D.
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  • WIP - Kid's bedroom.

    Its been a while since I made an environment... and, like, its kind of boring posing characters without any background lol.
    WIP - Kid's bedroom. Its been a while since I made an environment... and, like, its kind of boring posing characters without any background lol.
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  • With this lil dude I'm starting to try to put into practice all I've learn regarding 3d modeling and gettting better at it (oh, and rigging, texturing, ect...).

    I say v.1 because I'll use this character as a way to try to find my own style and experiment.
    This is also the first thing I do 100% in Blender since I ditched Maya, Substance and Unreal. I followed a regular scupt-retopo-shading-rigging-lighting and rendering path. I also tried some particle system for the hoodie.

    I also used semi-realistic eyes and the new Blender particle system for the hairs but I'm not sur it fit the stylisation of the character (like I said, I'm experimenting at this point)... we'll see...
    With this lil dude I'm starting to try to put into practice all I've learn regarding 3d modeling and gettting better at it (oh, and rigging, texturing, ect...). I say v.1 because I'll use this character as a way to try to find my own style and experiment. This is also the first thing I do 100% in Blender since I ditched Maya, Substance and Unreal. I followed a regular scupt-retopo-shading-rigging-lighting and rendering path. I also tried some particle system for the hoodie. I also used semi-realistic eyes and the new Blender particle system for the hairs but I'm not sur it fit the stylisation of the character (like I said, I'm experimenting at this point)... we'll see...
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  • I'm currently re-shading stuff I made for Unreal but in Blender (basically remaking the materials and re-importing the textures).

    To be used for a test I'm gonna make in UPBGE.
    I'm currently re-shading stuff I made for Unreal but in Blender (basically remaking the materials and re-importing the textures). To be used for a test I'm gonna make in UPBGE.
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