June 29, 2017 5:30 PM
by Editor in Chief
Many have fallen in love with CG for what they didn't realized: They weren't in love with CG itself but with the concept arts which the CG brought into life! Once you feel competent with your CG skills, you might realize what you need is an exceptional ability to create believable, enchanting concept arts rather than copying those of famous concept artists. No wonder it's not common to find excelling CGI artists with their own ability to create top notch concept arts, which is what seems to have made the work of this week's winner more notable.
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, www.artstation.com, 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. 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 June 26, 2017: Cheggour Hamza.
Title: "the Harvester v1.0"
Genre: Concept Art & Modeling
I'm a Digital Artist / Photographer, specialized in Architectural visualization.
For my portfolio, check out my website at: www.eMirage.org
About "the Harvester v1.0:"
This is a kind of heavy industrial/scout/research vehicle, for searching and harvesting alien energy.
I've made the project files available for purchase. By purchasing the pack you’ll have access to the source file of the project (made with Blender), which features multiple scenes with different lighting moods : overcast, sunlight, moon light, artificial interior light. The models are totally editable and still have all the modifiers stack for easy editing. Materials were designed with nodes, featuring procedural masks that are easily adaptable to other objects. I also made an easy node setup that makes the texture’s coordinates varies upon object duplication, this mean every object has a different look (works with instances too). The vehicle itself has roughly 600k tris (with instancing). The hangar has roughly 300k tris (with instancing). The file without textures weight about 9MB.