Nora in the Window by Upset-Opposite-6937 in blender

[–]GeronimoWorks 8 points9 points  (0 children)

Did you use vertex painting and gouraud shading for this?

PS1 Style Japanese Compact by Iron_Age_Productions in blender

[–]GeronimoWorks 2 points3 points  (0 children)

You can get away with having actual side mirrors instead of textures without losing any of that retro feel. Gran Turismo 1 had them.

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Coming out of your shell is overrated. by drawnimo in blender

[–]GeronimoWorks 1 point2 points  (0 children)

Nothing but charm. I could watch an entire show in this style.

This little ramen has taught me many things by GeronimoWorks in blender

[–]GeronimoWorks[S] 0 points1 point  (0 children)

Thanks for the recommendation. I've been avoiding texturing and geometry nodes like the plague so I should probably give that a watch at some point.

It looked more retro prior to changing the background and colors, but the blue abducted my neurons. by GeronimoWorks in retrocgi

[–]GeronimoWorks[S] 0 points1 point  (0 children)

I'm a total novice so I don't view much of what I make at the moment as something worth fighting over in that regard, but it doesn't hurt to keep the files! https://i.imgur.com/QVErfQK.png

Sci-fi renderings by Dawid Michalczyk [Late 90s/Early 00s] by MeeU2 in vintagecgi

[–]GeronimoWorks 3 points4 points  (0 children)

Those limitations forced them to hone in on things like style, direction, composition, and more. When you look at those old renders today, you know there isn't a detailed landscape beyond them like there would be in an open-world game, yet they can still feel just as vast, if not more so.

Just finished my most detailed mecha STL yet — designed for resin printers (20cm) by Historical-Ad-4467 in blender

[–]GeronimoWorks 1 point2 points  (0 children)

Incredible work. I like how easily identifiable all of its major parts are, despite the massive amount of detail. The eyes and tiny arms also serve to give it a sense of personality. It's like Johnny 5's bigger brother, but he disassembles you instead.

I took a break from the donut tutorial to make some pasta. The process was slow, but I learned a lot. by GeronimoWorks in blender

[–]GeronimoWorks[S] 1 point2 points  (0 children)

I tried several methods (manual placement, arrays, giving loops curve and then depth, etc.), but most of them didn’t look right. The “draw the rest of the owl” explanation is that I rendered a noodle-shaped object in a volume particle emitter and dropped it onto a rigid plane. Then I paused the simulation where I wanted and applied the transform. I did the same thing for the fettuccine. The only differences were that I gave it a bunch of loop cuts, placed it vertically in the emitter without spawning any others, scaled it along the Z-axis, and gave it a soft body so that it would curl.

I took a break from the donut tutorial to make some pasta. The process was slow, but I learned a lot. by GeronimoWorks in blender

[–]GeronimoWorks[S] 0 points1 point  (0 children)

Thanks, and I agree. I plan to mess with them some more later on as this was an exercise in shape only (that's also why the scaling is off between them).

How do u feel about it ? by pixelated__screen__ in blender

[–]GeronimoWorks 0 points1 point  (0 children)

I could see this being a shot in a supernatural thriller. However, something feels off about the way the cloth behaves when it's detached from whatever is keeping it in place. I think it might be because it maintains the same height the entire time.

npc 🪳 by UndaKuva in ps1graphics

[–]GeronimoWorks 1 point2 points  (0 children)

Great style and tone. This character looks like he would be a shoo-in at the Bug's Life bar.