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Well, it's been a long time since my last journal entry, I just wanted to show everyone what I've been up to and why I haven't been uploading as much as I could.
My biggest creative passion is 3D modeling, but now that I'm migrating towards Linux and open source software, I was unable to keep using 3DS Max. I wanted to get into Blender since a couple of years back, but I just found it too difficult. Even with online tutorials, I just couldn't get pass that awful first impression. That all changed a month ago, when I started a professional Blender course on a new design school here in Buenos Aires, called Innatus. This course was the first Blender course offered in Argentina, it was what I was waiting for all these years.
Already after the first class, I was able to do what I had found so hard before, and now, after attending just 2 classes, I'm more than comfortable with Blender, and I'm using it a lot at home and at work (both on Windows and Linux respectively). While there are some things on the modeling side that I still have to learn how to do, I find it easier to use than 3DS for some things, it gives far more professional results faster with materials and lights, and it renders and runs much faster.
It'll probably be a while before I finish my first mesh, but I wanted to give you all a sneak peak at it, it's an original Trek bridge design from the late 23rd Century (no ship class or name chosen yet, feel free to give me ideas!):
My biggest creative passion is 3D modeling, but now that I'm migrating towards Linux and open source software, I was unable to keep using 3DS Max. I wanted to get into Blender since a couple of years back, but I just found it too difficult. Even with online tutorials, I just couldn't get pass that awful first impression. That all changed a month ago, when I started a professional Blender course on a new design school here in Buenos Aires, called Innatus. This course was the first Blender course offered in Argentina, it was what I was waiting for all these years.
Already after the first class, I was able to do what I had found so hard before, and now, after attending just 2 classes, I'm more than comfortable with Blender, and I'm using it a lot at home and at work (both on Windows and Linux respectively). While there are some things on the modeling side that I still have to learn how to do, I find it easier to use than 3DS for some things, it gives far more professional results faster with materials and lights, and it renders and runs much faster.
It'll probably be a while before I finish my first mesh, but I wanted to give you all a sneak peak at it, it's an original Trek bridge design from the late 23rd Century (no ship class or name chosen yet, feel free to give me ideas!):
Roddenberry Archive release!
Hi folks! We've been busy this past year over at The Roddenberry Archive, and we just had a major release, check it out at https://roddenberry.x.io/!We've included a lot of TOS interiors, TNG interiors, the DS9 promenade, the Defiant bridge, and much, much more! Check out the new blog post for all the details! Also, we've released new interviews with David Gerrold and Walter Koenig, which you can check out in OTOY's YouTube channel! https://www.youtube.com/@OTOY/videos
Working on The Roddenberry Archive!
So, this is old news to anyone who follows me on Twitter/SciFi-Meshes/TrekBBS, but as I'm seeing more and more emails and notes for commissions coming from here, I realized I never mentioned it here. Late last year fellow Trek modeler and colleague of mine Donny Versiga offered me a position as a 3D artist on OTOY's Roddenberry Archive, which is working to digitize and reproduce all aspects of Trek from Gene Roddenberry's era, including documents, sets, ship models; the whole lot. You can see a glimpse at some of the work being done in this video here: https://www.youtube.com/watch?v=65ZtLReySGo I started working for the Archive in February, not only collaborating with amazingly talented artists but also consulting and talking regularly with Trek design legends like the Okudas and Daren Dochterman; which is a literal dream come true for me. So anyway, that's the reason why my fan art posts have become more scarce since then. I still work on personal projects when time allows
Commissions open!
Hello everybody!
I've recently quit my full time job, and after much deliberation and planning (and having several requests), I'm starting to do commissioned work!
Of course most of my work so far is Trek stuff; but I'm more than willing to try any scifi (or not scifi!) style you may want! From Star Trek, Star Wars, Battlestar Galactica, or any universe can be brought to life, so feel free to ask! Same goes for insignias or posters, if you've got an idea, just send me an email or a note and we'll talk.
Workflow:If you are interested, feel free to contact me at tadeotrek@gmail.com
After receiving an email and getting an idea of what the pr
Not just 2D work...
So, now I'm mostly uploading 2D work from my Enterprise Class project based on Paul Frenczli's work. But, ironically, the first thing I made was the whole 3D model of the ship!
So, where is it, you may ask... And that's an excellent question.
People have said to me that I'm good at 3D modeling; well, I'm even better at procrastinating! The model itself has been done since July (JULY!!!!). But... I never finished the textures, they're only about 10% done.
You see, this was supposed to be the big one, the one where I finally did the whole UVW unwrap and create real textures. The problem with that is that, while the modeling for this design i
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I need to get back into 3D modelling and I definitely want to understand how Blender works so I can do this. I want to design a clean Prometheus Class bridge, and potentially import that into Steam VR.