May 7, 2012 8:00 AM
by Editor in Chief
It's interesting to see the potential of Blender as trained artists coming from other application apply their knowledge to utilizing Blender. It's only a matter of time to see more of top-notch renders and animation from such trained artists and studios. The winner for this week comes from a gaming industry with amazing imagination.
How, then, can you qualify for this award? Please remember that this award is reserved only for those that are on par with or that excel top notch works published by artists and studios. If such work doesn't seem to appear during a specified week, this award will not be 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, internal or Cycles. A Vray render or any other render is fine as long as Blender was used as a part of your workflow.
Thus, 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 7, 2012: Ben Milwood.
Title: "RDS - Remote Drone Spider"
Genre: Concept Art
I am currently working as a technical artist at BigAnt studios. From a very young age I have been extremely passionate about creating video games. This naturally lead me down the road of 3d, where I found a new love. As I have a programming and artistic background I often find myself working on scripts and pipeline issues at work to make the other artists lives easier. This has meant that in order to improve artistically I have to spend a lot of time outside of work on it, and what better program to do that in than Blender!
About RDS - Remote Drone Spider:
This image was completed to try out a different method for the creative process. I built a texture sheet of interesting details, and the modelled and unwrapped the mech over the texture sheet as I went. This basically meant the texture inspired much of the form of the model. When I was done I baked the textures back to a unique layout so I could add dust, dirt, and the camouflage pattern without any scale or repetition problems.