Candylope Lost in Grotto
This one started out as some playing around with subsurface scattering in Blender (using the internal renderer, which I’ve hardly used since Cycles came out).
![](https://bencrowder.net/images/2012/06/CandylopeLostInGrotto.jpg)
This one started out as some playing around with subsurface scattering in Blender (using the internal renderer, which I’ve hardly used since Cycles came out).
Last night I got the idea of drawing lines or circles on my phone in Brushes and then applying them as textures to objects in Blender, aiming for a nonphotorealistic style without using Freestyle or toon rendering. And I mostly just wanted to see what it would look like.
My first attempt:
Ignoring the tiling issue, the look of the floor intrigued me, so I made a mountain using Blender’s landscape generator and applied the same line texture:
At this point I realized I could avoid the tiling issue by writing a script to make a line texture for me, at the larger resolution I needed it at. (Update: I’ve posted the Python code for the script.) Here are some of the output textures:
Which gave me a mountain that looked like this:
Not perfect, but not too bad, either. I can see myself using the technique in some illustrations down the road. Here’s a turntable animation of the mountain:
Finally, for the heck of it, I set the displace attribute on the texture and re-rendered:
Kind of like pen and ink, almost.
I made this piece for the cover of an ebook edition of The Worm Ouroboros (coming soonish) and liked it as a standalone piece of art as well.
An animation test I painted in Photoshop and threw together in Blender, mainly just to play around with parallax layers (and to get back into doing animation again):
I’ve resurrected my Blender Quicktips site and will start posting more tutorials over the next few weeks.
Playing around more with Blender, I used a lattice to deform a cube. (I’m teaching myself animation.)
The background is painted in Photoshop, then composited in via Blender’s node editor. As for the animation itself, I subdivided a cube, then added a lattice modifier and used shapekeys on the lattice. Seems to work pretty well.
“Hatchery,” a new piece done in Blender, with some Photoshop post-processing:
I was going for something more whimsical/alien with this one.