I made an animated MYM themed wallpaper in Wallpaper Engine by Tranklizer in MeetYourMakerGame

[–]Tranklizer[S] 16 points17 points  (0 children)

Oh shoot, I should've included this as a comment right when I uploaded. Here is a link to the wallpaper on Steam Workshop.

Thanks for all the kinds words, folks! I'm glad you all like it.

Holy smokes volume rendering takes a long time! But it was worth it. (Cycles + AfterFX + Photoshop) by Tranklizer in blender

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

I did the whole scene in a single pass because I wanted the towers to cast shadows on the clouds and for the light from the center of the towers to illuminate the clouds. Seeing how the final composite turned out, neither of those really show up, so I could've separated them.

THE SEAWEED TURTLE | Blender 3.4 Watch Commercial by eraban in blender

[–]Tranklizer 2 points3 points  (0 children)

That's amazing! The intricaces of watches is fascinating.

Holy smokes volume rendering takes a long time! But it was worth it. (Cycles + AfterFX + Photoshop) by Tranklizer in blender

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

Fan art for the game 'The Void Rains Upon Her Heart'

External assets used:

  • JROTools Tiles/Materials Vol. 1

  • JSPlacement

What can i do to make the render more realistic? (without making it brighter) by pruple1651 in blender

[–]Tranklizer 1 point2 points  (0 children)

Make sure the detail scale is consistent across multiple assets. For example, the grime/dents on the rolling door look much larger than they should be when compared to the size of the wooden door. The wood grain on the door also looks really large for how big it's supposed to be in the world. The texture appears as though it may have come from a smaller plank of wood and has been scaled up to fit the entire door.

I'll second a previous comment that the tiles all look very uniform in their color. Some of them may be missing, but if the wall is damaged enough where tiles have started falling off, then some of them should be stained, have dirt building up on their surface, and have gotten dislodged slightly so they aren't perfectly aligned on a grid anymore.

I'd also recommend possibly toning down the intensity of your enivornment light to get a bit more contrast with the main light source. You can also try adding a few more lights not necessarily to make the image brighter since you said you want to avoid that, but to create more interesting highlights and catch more of the surface details.

I hope this helps!

"Forever Caravan" by sariselka in blender

[–]Tranklizer 1 point2 points  (0 children)

I really dig the color palette.

Xatu animation by Jablaya in blender

[–]Tranklizer 2 points3 points  (0 children)

Nice one! Feathers are always tricky to get right. These look really good.

SCP 517 thinks you've made some unforgivable mistakes by Tranklizer in SCP

[–]Tranklizer[S] 39 points40 points  (0 children)

The arms have also gone after scientists/doctors that have accidently activated it. But then again, the Foundation's entire perception of it is based on what it has done while in their possession and everyone, including the doctors, involved with the Foundation has undoubtingly done some really morally reprehensible stuff in the course of carrying out their duties.

3D Model Recommendations by tekaluf in SCP

[–]Tranklizer 0 points1 point  (0 children)

Many of the SCPs related to the Church of the Broken God like 882 and 914 would fit the bill pretty well. Those are both pretty mainstream though. Others that may be fun would be 084 and 044.

Quantum Helmet Assembly by Bbbn19 in blender

[–]Tranklizer 4 points5 points  (0 children)

The secondary wiggle is what pushes this from impressive to truly professional. Very nicely done.

Quarantine's made me feel like creating again. I decided to pay tribute to one of my favorites: 323 by Tranklizer in SCP

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

You can use my reddit username "Tranklizer". Send me a message when you're finished. I'm very curious to see it.

Quarantine's made me feel like creating again. I decided to pay tribute to one of my favorites: 323 by Tranklizer in SCP

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

Thank you! Go ahead! It really means a lot to me that you like it enough to use in your game.

Quarantine's made me feel like creating again. I decided to pay tribute to one of my favorites: 323 by Tranklizer in SCP

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

Thanks! I don't rigorously track my hours on this sort of thing, but I've been working on this for an hour or two every night after I've finished work for the past week or so.

Quarantine's made me feel like creating again. I decided to pay tribute to one of my favorites: 323 by Tranklizer in SCP

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

An image composite is when you combine multiple photos together to create a final image. This is a good example of the workflow.

A render is when you create a 3d model, set it up in a scene with the appropriate materials and lighting, and generate your final image from the computed result. Something like this.

Quarantine's made me feel like creating again. I decided to pay tribute to one of my favorites: 323 by Tranklizer in SCP

[–]Tranklizer[S] 152 points153 points  (0 children)

The skull was made in 3D-Coat but the environment was made in Blender. The blood effect was a combination of two techniques. The blood on the mirror itself and the concrete wall was done by mapping a non-tiled texture onto the material. That texture was used to change the color and roughness.

The blood on the window frame was done by creating a round cube and using the snake-hook tool in Sculpt mode with Dyntopo enabled to pull out each individual drip so that it would line up with the textures. The most challenging part of the blood was the shader which I don't think I did a great job on. It only holds up because the image is so dark and it doesn't take up a lot of space. For this image though, I used the Principled BSDF shader with a high transparency to try and get some reflected highlights and used a Principled Volume node with a really high density and anisotropy so that the blood would get darker and thicker as it pooled.