I'm trying to recreate the conan the barbarian altantean sword as accurately as possible. Good high-res straight-on shots from the movie are hard to come by. Primarily, I used images of the albion swords replica (ref images can be found here), which I believe uses the original molds for the hilt and pommel. I'm also trying for something more offline renderer friendly. I will likely make and bake a low poly later. Nearly everything was poly modeled in blender, the only exception being the skull on the pommel. After I was happy with the model, I exported the hilt and pommel to zbrush to combine (dynamesh), add some surface texture (mostly surface noise), decimate, and export back to blender. I used dirty vertex colors to capture the surface details, and peaks and valleys. I then used those vertex colors to create the oxidized bronze shader you see here. There is still more to do, but I thought it was far along enough to show. Possibly might make an environment scene based on events in the movie as well.
I modelled this 1980s Apple Macintosh. Made in blender and originally rendered with EEVEE using a custom stepped lighting setup in the shaders. EEVEE doesn’t support texture baking, so I had to be creative in order to capture the textures for upload to sketchfab.
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Minimal ratchet socket set organizer:
I'm trying to recreate the conan the barbarian altantean sword as accurately as possible. Good high-res straight-on shots from the movie are hard to come by. Primarily, I used images of the albion swords replica (ref images can be found here), which I believe uses the original molds for the hilt and pommel. I'm also trying for something more offline renderer friendly. I will likely make and bake a low poly later. Nearly everything was poly modeled in blender, the only exception being the skull on the pommel. After I was happy with the model, I exported the hilt and pommel to zbrush to combine (dynamesh), add some surface texture (mostly surface noise), decimate, and export back to blender. I used dirty vertex colors to capture the surface details, and peaks and valleys. I then used those vertex colors to create the oxidized bronze shader you see here. There is still more to do, but I thought it was far along enough to show. Possibly might make an environment scene based on events in the movie as well.
Created this shader for the die with dynamic wear controlled by vertex color values:
Preparing to cast
Disembodied head in zbrush
Motorcycle design in blender:
Made a low poly of my ancient d20 and made it roll
This is in blender (EEVEE) using rigidbody physics
"Handsome Pumpkin" made in blender
I modelled this 1980s Apple Macintosh. Made in blender and originally rendered with EEVEE using a custom stepped lighting setup in the shaders. EEVEE doesn’t support texture baking, so I had to be creative in order to capture the textures for upload to sketchfab.
skull - speedy sculpting practice in blender
glowy pumpkin night scene
scene lighting experiment
3d sketch in blender
(sorry about the png, jpeg artifacts were too much)
Old head sculpt, new animation using shape keys in blender, did something similar years ago in zbrush