May 30 2020 1:40 PM
by Editor in Chief
Check out who's behind this fantastic concept art and what powered him.
How, then, can you too qualify for this award? Please have in mind that this award is reserved for those that are on par with or that excel top-notch works published by artists and studios. If such work does not appear during a given week, this award is not being given to anyone. So please submit your best work to www.blenderartist.org or to the Member's Gallery of this site, or Contact Us to show where your work is available on the internet. It doesn't have to be a Blender render, Eevee or Cycles. Any other render engine is fine as long as Blender was used as a part of your workflow
So, it is with great pleasure that www.BlenderNews.org introduces to you the winner of the Render of the Week Award for the week of May 30, 2022: Dave McCabe.
Genre: Concept Art
I’m Dave McCabe. Primarily working as a Gaffer in the Film Industry, but have always been drawing, painting, exploring different mediums for personal artwork. Started learning 3D(Blender) in mid 2019, originally as a means to develop/build references for oil paintings, it became something different entirely. Quickly realizing that so much more was actually achievable on a consumer level with the use of a free 3d program.
It allowed me to explore concepts, build scenes and light them in the way I would approach lighting a commercial or movie, then push those to limits that wouldn’t always be physically achievable in a real world setting.
This one came from a literal flash of a moment in my mind. The kind that just burns itself in.
The general block in came together fairly smooth. Once the texturing portion came in, the problems started. My “workflow” doesn’t really consider scene optimization, so there were issues loading/rendering the scene due to an overload of geometry and texture info. Still haven’t dove into compositing, so the things I make are all captured “in camera” with the exception of basic color correction. A few separate iterations of the scene in its entirety were built and rebuilt over 3-4 months, each with subtle variations in an attempt to optimize the scene for a hassle free render. Learning with each new iteration, the scene found its final form recently and luckily the render didn’t crash…
Learned a lot with this one, and looking forward to expanding from here!