r/SuperStructures • • 24d ago

Where we one lived.

Made in blender, let me know what you think.

617 Upvotes

12 comments sorted by

8

u/Round3d_pixel 24d ago

This is my full portfolio in case you want to check it out. https://www.instagram.com/round3d.pixel?stkn=azRvdWNvcmV1cHJm

22

u/nightred 24d ago

We one lived?

19

u/Round3d_pixel 24d ago

Once, I just can't change the title.

5

u/SuspiciousStable9649 24d ago

It’s so jarring I’d pull it and repost with the edit.

8

u/Fine-Afternoon-36 24d ago

I skimmed it and didn't even notice

1

u/literally_tho_tbh 21d ago

Where we two lived, too ;(

5

u/VyctorMariano 24d ago

Does it take a long time to do this?

11

u/Round3d_pixel 24d ago

5 hours including rendering.

1

u/sadpunkuk 5d ago

I love this style of rendering. Can I ask you to peel back the curtain a little? I don't think you are placing all that detail by hand. Are you using any add-ons to replicate the geo, or perhaps you are using geo nodes? Lastly, the texturing and general grime is so well done, some of your other images featuring heavy contrast really do elevate the images, are you using large tiling maps mapped generically?

Thanks, love your work, very inspiring.

1

u/Round3d_pixel 5d ago

I didn’t get the mapped generically part. As for the assets, believe it or not this is the same building I just had to duplicate the A/Cs and the windows,separated them and placed them differently on duplicates so they do not look repetitive. This was the most time consuming part of this render. I am not that experienced to generate buildings with geo nodes. Now regarding my style is something I am trying to improve and the post processing is a huge part, some renders need a lot some don't.

2

u/sadpunkuk 4d ago

Thanks for the reply. So you are constructing sections of the geo and adding randomisation by hand, then duplicating and placing by hand. Time consuming as you say but 100% worth the effort. Tbh, it's the way I would do it too as I am not smart enough to use nodes either.

My comment about the generic texture work refers to how you are mapping all the elements on the scene. Do you have a large texture with lots of grime, building structure details and then UV mapping your objects to this large texture? Or perhaps you have some materials set up that have all this going on and you add those to each object?

Point taken about post work too. I imagine a lot of the grit and sense of decay can be achieved using some detail textures in Photoshop. Awesome 👍

2

u/Sexylizardwoman 24d ago

Well done ❤️