Introduction
Although I’m primarily a programmer, I am fascinated by 3D graphics and spend some of my off-time fiddling around in Blender.
Docks
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One of my first renders. With this one I was trying to create a generic shader that would add water and dirt to any surface. This sharer takes into account the height of the geometry, creating a bias for nooks and cracks.
Teddy
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Testing the water shader created in Docks with blenders particle emitter and fur systems.
Bridge
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Trying out the procedural render techniques in Blender.
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Each segment is modeled separately and is then repeated using a combination of the Array Modifier and blenders group duplication functionality.
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