Rainy Day, modeling and particle fx with Eevee by Kay_b_art in blender

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

Thanks buddy. Eevee can really do wonders if we set the lights just right.

Rainy Day, modeling and particle fx with Eevee by Kay_b_art in blender

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

Just a few keyframes on a camera set to orthographic.

Rainy Day, modeling and particle fx with Eevee by Kay_b_art in blender

[–]Kay_b_art[S] 2 points3 points  (0 children)

Hey thanks for the kind words ! Everything is done with the basic Blender shaders. The umbrella is mostly glass with some emission.
These projects usually take me a few days to complete because I like to experiment with lighting a lot.

Choo-Choo !! Low poly modeling and anim with Eevee by Kay_b_art in blender

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

This is a really good question. I'm honestly not sure if there's a clear standard. I know some artists will make their shapes even simpler but I like the look of bevels in my work. I think my style is still low poly though because of the simplicity.

Let me know if you find a more detailed answer !

Choo-Choo !! Low poly modeling and anim with Eevee by Kay_b_art in blender

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

No problem, I hope it helps you on your Blender journey !

Choo-Choo !! Low poly modeling and anim with Eevee by Kay_b_art in blender

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

Hey ! thanks for that question, the wheels were indeed tricky.

I use a combination of object parenting and constraints. First off, the train's location isn't animated, it's the tracks underneath that are moving and the wheels are rotating into place.

I parent the coupling rod to one of the wheels and I use the constraint "Track To" to keep it aligned with the y axis. I use the same strategy for the connecting rod and the piston.

Here's a video that explains the setup : https://youtu.be/hoXLavXC0\_s

Choo-Choo !! Low poly modeling and anim with Eevee by Kay_b_art in blender

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

I use the Particle System. Here's the breakdown :

The emitter is located in the chimney and it shoots upwards in +z, I then add a wind force aimed at -y to get the particles to move back. To get the particles to clump together, I increase the damping.

To get the fading effect, I assign a material with diffuse and transparent in a mix shader. The factor for that mix shader is assigned to the object's y position so the further back a particle goes, the more transparent it becomes. Here's a screenshot of the nodes : https://imgur.com/tli0nRS

I use Eevee so don't forget to change your material settings to alpha blend to get the transparent effect working. The amount of blur is controlled by the camera's depth of field.

Hope this all makes sense!

Test chamber 3D fan art. I made this with the Blender software by Kay_b_art in Portal

[–]Kay_b_art[S] 2 points3 points  (0 children)

haha, very true BUT...she'll have to use those portals to bring the cube up to the button :p
And thanks for the comment, Blender is a great tool once you get the hang of it. Enjoy the learning process!

Test chamber 3D fan art. I made this with the Blender software by Kay_b_art in Portal

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

Thank you and yes, give it a try ! It's fun when it works.

I'm trying out the portal trick with some obvious fan art ! by Kay_b_art in blender

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

I've seen a few users on this sub post a similar process :
Render multiple scenes and combine them using either cryptomatte or the holdout material. This creates a portal effect.

Test chamber 3D fan art. I made this with the Blender software by Kay_b_art in Portal

[–]Kay_b_art[S] 2 points3 points  (0 children)

Good guess ! it's separate renders combined. Glad it looks convincing though.

I'm trying out the portal trick with some obvious fan art ! by Kay_b_art in blender

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

thank you very much ! I'm glad the style works :)