Iron Stag
Alt+S to scale parts of a curve, who knew . . . anyway after learning about curve scaling I decided to make a Stag 'Sculpture' made from curves, and textured it to look like rusted iron.
Simple wood doll
This was one of those ideas that pop into my head for no reason, it’s quite simple but does use a variety or processes,
the body parts were sculpted
the strings are curves that have been tied into knots,
the scene, metal loops and eye nails are hard body mesh modelled
the cloth used the cloth simulator
Lavalamp
Now hear me out here, what if a lava lamp was actually a volcano shaped lamp with moulded/cut day-glow plastic formed into a lava flow.
Natures hot sauce
I created a couple of lava materials ages ago with various levels of cooling and I’ve been meaning to have a play with the fluid simulator as it’s not something I’ve used often, so this was an opportunity to mix something old and new.
I used my Hot and Cooling lava materials and combined them with a mix node controlled with iframes to mix over time.
Fluid wise I started with the Honey pre-set values and tweaked them over several iterations to increase viscosity, smooth or roughen the surface, I also changed the scaling of the materials pattern.
Hat Study
Madness, they call it madness
A while ago i started to build up an asset library of objects for future projects, this scene is an arrangement of the objects so far.
The most important objects are the hats, i like hats, i own several and i wear hats when i go outside, they keep the rain off, they keep the sun off and they keep my head warm.
The mannequin was not part of the library and is something i created for this scene, it’s a simple body form with the wireframe modifier added to it, and positioned with a simple armature.
Cogs
A roundabout look at some cogs
This was created sometime ago and was pretty much just to have an experiment with animating rotation. The cogs were created using the gears option from the ‘Extra objects’ addon in Add mesh.
The animation was created using keyframed rotation, but I think for any future gear mechanisms I’ll (at least) try to use physics emulation to get the movement.