The coffinmaker and the metalsmith
Nice three-minute documentary about a guy who makes wooden coffins:
And another one about a metalsmith facing blindness:
Nice three-minute documentary about a guy who makes wooden coffins:
And another one about a metalsmith facing blindness:
Done! Today was my last Daily Blender render (since I’m not doing Sundays). Whew. Here they all are:
Other than feeling guilty about spamming people on Twitter and Facebook about it each day, it’s been fun. I’ve pushed myself and done far more Blender than I had in the whole year before this month (just six pieces), and I’ve learned a lot. I’ve started using the rigid body sim, the cloth sim, the hair sim, the cell fracture addon, and environment maps. I’ve done a little more sculpting (can’t say that I’m any good at it yet, though). And, from looking at this overview image, I’ve learned once again that my artistic style is all over the map.
Things I still need to work on:
This daily challenge thing has once again proven productive. (The other time I did it was NaShoStoMo back in April 2011, which netted me twenty stories.) But now it’s time to rest.
“The Lost Little Golem Sleeping in the Supermarket.” An autobiographical piece. (Uh, good thing this is the last one, huh.)
“Escape.”
“Ship in a Bottle.” Apparently I really like using spheres. And crazy materials.
“Spelunking.” Some low-poly sculpting and a fair amount of postprocessing.
“Flight of the Awkward Golem Birds.” Some intentionally bad sculpting. I like how the material came out looking kind of like copper foil.
“The Line Betwixt Light and Dark.” Playing around with the cast modifier.
“The Geometric Stoneman of Mynydd Mawr.” And now for something rather different. I modeled the character in TopMod, then rendered it using Blender’s Freestyle integration. Did the texturing in Photoshop.
“Abandoned.” The rigid body sim is my new favorite thing. The wood texture I used here, however, is not. But I didn’t have time to make a better one.