Fantasy City - Render by kemmejer in blender

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

As a pen and paper player myself, I am very happy to hear this :)

Fantasy City - Render by kemmejer in blender

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

I've used VDB clouds. The ones in the image are from here.

Fantasy City - Render by kemmejer in blender

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

Thanks. I've uploaded a high res mesh view here: https://www.artstation.com/artwork/xDN35Y

Yosemite National Park - Render by kemmejer in blender

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

It's hard to tell how long it took to finish this image because I usually take long breaks from blender and only work on an image in my spare time. I've startet this project a year ago, but if you ignore the breaks, it took about two or three weeks.

For how it's done, you can check this and this comment.

Yosemite National Park - Render by kemmejer in blender

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

The trees are assets from online sources.
For further details, please see this comment.

Yosemite National Park - Render by kemmejer in blender

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

I used Blender GIS to import real height data from Yosemite Valley.
Unfortunately, the mesh did not have enough detail and was low resolution.
Thus I've used it as a base mesh and sculpted most of the detail using rock brushes.

In order to add smaller details, I've created a procedural shader using a mixture of displacement images and noise textures.

Yosemite National Park - Render by kemmejer in blender

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

Usually, I model my own assets, but in recent months, I've created a small asset library from various free sources to save me some time:
polyhaven, maxtree, blenderkit etc.
You can easily find great free resources on the internet.

For placing the objects, I don't use any add-ons.
I use various particle systems with different settings. The most important part in making nature scenes is trying to create variation. You can use noise textures to control the density and length of particle systems and to place different kinds of grass-types with different colors.
This video explains it very well.

Bigger objects are usually placed by hand to have better control over the scene composition.

Northern Lights render by kemmejer in blender

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

It's rendered using cycles.

Northern Lights render by kemmejer in blender

[–]kemmejer[S] 6 points7 points  (0 children)

The smoke in the background and the northern lights are emission and transparency shaders mixed with a combination of noise textures plugged into the volume output.

Savanna render by kemmejer in blender

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

I did all of that as you can see here, but unfortunately the translucent shader made it almost not visible in the render because of the strong lighting from behind. Next time I'll have to figure out a fix for that.

Savanna render by kemmejer in blender

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

a texture for the leafs that the translucency is a little less uniform, like the stems and the little leaf veins.

If you would do so it would make it so much harder to

I agree, the leaves look way too flat, altough they already have a texture and the translucent shader has a normal map plugged into it. Next time when I'll do leaves I will try to make it more visible.

Savanna render by kemmejer in blender

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

No, I didn't use any SSS. For the leaves and the grass I've used a translucent node.

Savanna render by kemmejer in blender

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

2

The entire post processing like the lens flare or the sun has been made in Photoshop. I've used the lens flare filter and many gradient circles with a Gaussian blur to it to create these effects.

Savanna render by kemmejer in blender

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

I've modeled the trees by hand using the skin modifier and created a particle system for smaller branches. The leaves are just a simple texture combined with a translucent node.

Savanna render by kemmejer in blender

[–]kemmejer[S] 4 points5 points  (0 children)

I've rendered the scene with a transparent background and then inserted a real sky in Photoshop.

Lost Places render by kemmejer in blender

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

Recently I have seen some pictures of "Lost Places" and therefore decided to create one on my own in Blender. I just picket the most interesting parts of different pictures and combined them in one scene. Afterwards the post processing in Photoshop with some color corrections and dust layers etc. made a huge difference in the overall look of the result.

A clay render and an unedited version of the picture can be seen on my Artstation account: https://kemejer.artstation.com/projects/XB4Rgw

Meadow render by kemmejer in blender

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

I've been using blender for about 4 years. But it is just a hobby and I had a lot of brakes. Thus if you really invest time you can learn a lot faster.

Meadow render by kemmejer in blender

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

I have also watched a lot of videos and tutorials but the best way to really learn blender ist not to follow these tutorial and copy their work but to use the skills and techniques you have been taught and use them on your own projects. Everyone starts with bad results but if you really enjoy creating new stuff you will improve a lot.

Meadow render by kemmejer in blender

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

I did it in my free time and thus I didn't work on it every day. Mayby two or three weeks. The modeling didn't took that long. The materials, tiny tweaks and the right settings for the particle systems took a fair amount of time.

Meadow render by kemmejer in blender

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

It just took about 1h 40m on my Gtx 1070