February 18, 2013 1:00 PM
by Editor in Chief
Blender is just getting better everyday. With Blender 2.66 released last week, the quality and quantity of improvements in its updates seems unparalleled among 3D applications. And apparently it's attracting more and more trained artists. Take, for instance, the following video where the artist has successfully used Blender to simulate smoke, fire, and meteorite shots.
And this week's winner is one of them, whose render also made its way to the splash screen image of Blender 2.66.
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, internal or Cycles. A Vray render or any other render 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 February 25, 2013: Lucas Giudici de Barros Falcao.
Genre: Character Modeling
Renderer: Cycles & Blender Internal
1. Wire-frames & Geometry
My name is Lucas Giudici de Barros Falcao, from Porto Alegre - RS, Brazil. For living I work with 3D, as a CG artist at RC11 studio. I graduated in Design in 2010 and since there I'm studying CG, art and related things.
I've made this artwork together with my friend Larissa Docolas, who made the concept art and gave a lot of feedback along the process to improve the work. I really like her style and its was really great to turn such concept art into something like this.
I used the concept art of Larissa as a reference to modeling the basic proportions of the body and after that I start tweak with the sculpt tools. To create the clothes, I separate specific parts of the body and extract then and start modeling from this, adding some details. I used the multi-resolution modifier to sculpt the wrinkles and drapery on the clothes. For the hair I used six particle systems, hair base, fringe, hair locks, ponytail, eyelashes and eyebrows. I posed her with the human meta-rig. I rendered using the Blender Internal, I didn't use "strand render" for the hair, except for the eyelashes and eyebrows. Some of the texture was created all by me from scratch. Like the skin texture and the octopus on her t-shirt.
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