April 7, 2015 8:00 AM
by Editor in Chief
It's interesting to note how Blender has awaken hidden talents in some artists with no prior 3D training. See how one of them has come to, after a year of usage.
How, then, can you qualify for this award? Please remember 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. Please submit your latest 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. Any other renderer 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 April 6, 2015: Jamie Bertenshaw.
Title: "Fossillis Ammōnītēs"
Genre: Digital Illustration
Geometry & Textures:
My name is Jamie Bertenshaw, I started learning to use Blender a year ago in June. I had never used any CGI/VFX software before Blender because I assumed it would be really expensive. So obviously when I found out I could get Blender for free, a whole new exiting world opened up for me. I've never enjoyed anything more than getting home after work, turning on the computer and getting stuck in to Blender.
About 'Fossillis Ammōnītēs':
I got the idea for this render one day when I read through an encyclopedia to pass the time and I stumbled across an interesting page about fossils. The ammonites instantly took my eye and inspiration struck, I drew up a quick concept image and got straight to work.
This is the project that I have had the most fun with so far, it is also the project that has been most challenging to me. Getting the materials to look right took a while, there was constant editing of tiny values in my node trees to get them to look just just how I wanted them to.
The geometry was rather difficult as well, In the end I decided the best method was to use proportional editing to get the basic shape of the mesh, and then use displacement modifiers along with subdivision to get the finer details. I used this method to model the rock, the fossil and the rocky beach.