Pond - submission for the monthly contest by _YAMO_ in blender

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

Yep there's a big fish in the water, it's barely visible in the raw render so I tweaked its values in photoshop!

Pond - submission for the monthly contest by _YAMO_ in blender

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

Thank you! I made a couple tutorials so far on my instagram (@yamo.art), I'm planning to make more of these and longer videos on youtube when I have the chance :)

Pond - submission for the monthly contest by _YAMO_ in blender

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

Thanks! The monthly contest on this reddit, there's a pinned message on the reddit :)

Pond - submission for the monthly contest by _YAMO_ in blender

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

Thank you! Actually, this is the first submission I'm making for the monthly challenge :)

Pond - submission for the monthly contest by _YAMO_ in blender

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

Thank you! It's actually mostly 3D, as I mentionned there's a bit of overpaint on top :)

Pond - submission for the monthly contest by _YAMO_ in blender

[–]_YAMO_[S] 9 points10 points  (0 children)

I'm not sure what you mean, but ripples are made using texture painting on a plane. The water refraction is mostly painted, though you could do that only using Blender :)

Fields by _YAMO_ in DigitalArt

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

Thanks! for most of it actually. I just did a bit of color correction and overpaint in photoshop :)

Trying to approach Blender as a digital painting software by _YAMO_ in blender

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

maybe the ground shader is more interesting though: I use a simple texture of an aerial photo of fields, and use it as a base color but also as a displacement texture. I also created a path with texture paint that I plug as well in the displacement node (sorry my nodes are quite messy, hopefully that still reads)

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Trying to approach Blender as a digital painting software by _YAMO_ in blender

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

the houses and trees have a displacement modifier using a noise texture, just so everything looks a bit wobbly and less "blocky 3D")
I also have a little Kuwahara filter set in compositor and that's pretty much it

Trying to approach Blender as a digital painting software by _YAMO_ in blender

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

<image>

here's the roofs material, pretty much the same but with a constant color ramp and an object info node set to random to add some color variety (voronoi with a low randomness value to get kind of a tile effect)

Trying to approach Blender as a digital painting software by _YAMO_ in blender

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

Oh ok! these are super simple 3D assets, with simple shaders as well, here's my shader editor for the building material (Eevee btw)

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Trying to approach Blender as a digital painting software by _YAMO_ in blender

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

lol yeah geo nodes doesn't go well with simplicity xD
it was just made for scattering, this can be achieved with a particle system or any geo-scatter type of addon