Abhigna Srikala

I dabble in 3D modeling

Overview

I am an undergraduate student at BITS Pilani Hyderabad studying BE computer science. I work on small 3D projects, primarily using Blender in my free time. I love working in 3D, where I can create a world of my own, literally.

  • abhignasrikala@gmail.com
Me

Other stuff..

I also sketch and like woodworking.

0
completed projects
0
current projects
  • The Spinning Torus

    The Spinning Torus


    Detours can lead a long way.

    Made using blender
    focusses on displacement modifier, texturing

    This project was not intentional. I was trying to replicate a frame from the Loki trailer which has a deformed rock in space. (nothing else is known about it as of now)


    As I was messing around to get the exact shape, I changed the noise basis of the displacement texture to cell noise. I thought it was so cool and hence came this! It is a torus with a displacement modifier with this texture.

    The size and contrast are keyframed for the morphing look I wanted for the animation. Then came the material. An antique metallic artifact look I thought would be cool. I don't know why now there is lava coming out of it though!


    I experimented with different focal lengths and then added a gradient background and lens distortion in compositing and took some sweet renders. Here are some of them.














  • Mjolnir

    Mjolnir




    Whosoever holds this hammer, if he be worthy, shall possess the power of Thor.

    Made using blender 2.92
    Focuses on modeling, texturing

    For this project, I downloaded a bunch of reference images first and modeled the basic head shape of the Mjolnir with correct proportions. A fairly simple thing. But I wanted the handle to have procedural material that I can change as I wish. It would've been easy to probably use a screw modifier with boolean, but I buy my own complications so procedural it is. Not gonna lie, I am pretty proud of the result.


    After the handle, I moved to the runes and inscriptions on the head. In a sneaky way, I searched for black and white images of the runes and used them to drive the normal. For other simple indentations, I used booleans. With a metallic material, the head was complete.

       

    Then I moved to the strap. That is just a curve extruded with a leather-like material. I then set up a basic scene. The ground is a plane with Displace modifier and stones scattered on it through a particle system. I developed a reluctance towards PBR textures lately. I want everything to be procedural with full control. but I was not happy with the stone material I made. So I finally just used a PBR texture for them. In the compositing tab, I made a sky gradient. Depth of field will make anything look realistic!




  • lights!

    lights!

    a fancy interior


  • the balance

    the balance

    Abstract materials are fun!

  • Boing!

    Boing!

    Jelly wobbling! never gets old.


  • cyberpunk-esque

    cyberpunk-esque

    Night club heavily inspired by Lizzie's bar from cyberpunk.



  • disintegration

    disintegration

    It's bizarre how many things you can do with a sphere. 


     

  • AR trial

    AR trial

     Turns out there's been a hole in the table.



  • with the beat..

    with the beat..

    An audiovisual sphere dancing to the beat.


     

  • Gone.. reduced to atoms

    Gone.. reduced to atoms


    Totally logical! the lightning frying up a water bottle.

    Made using blender 2.83
    Focuses on particle-explode modifiers, force fields

    To create the disintegration effect, I started with 2 images one with the water bottle and one without.


    As I want these background images to interact with the lighting changes, I applied these images through a principled BSDF as materials to two separate planes matched to the output resolution. I scaled the plane without bottle to zero for the first part of the video. After the lightning strikes, the first plane is scaled to zero and the other is scaled to one. 

    Coming to the lightning, I started with a cylinder and extruded one of the edges to create something similar to a lightning. 


    To add a bit more randomness, I added a displace modifier with animated strength. As for the material I gave it a simple emission shader. As they are visible only for short intervals of time, I key framed the strength frame by frame. I used the same bolt for both lighting stikes animating the location, rotation and scale of it.

    Then I made the water bottle from a cylinder and the handle strap from a curve making sure it has enough geometry. I wanted the bottle to glow along with the lighting, when it struck. I simply duplicated this bottle and gave an emission material to one and ash type material to another. For the glowing bottle, I timed the lightning with the emission strength of the bottle.


    I scaled the two backgrounds and bottles accordingly to get a seamless transition. Here is the same shown much slower.


    The disintegration effect is achieved by particle and explode modifiers together. I added a particle emmiter with start and end frames set to the same. Increased the lifetime and reduced the normal velocity to zero. In field weights I made the influence of gravity to zero as well. This is to better control the motion of the particles.

    I added a turbulence force field and a wind force field to control the direction of the particle flow. I increased the strength of the turbulence.

    But to actually make this divide into several pieces, in particle settings I changed the 'render as' setting from halo to none. Added an explode modifier.

    Then to mask the effect of force fields, I added a cube and scaled it up. For visibility, in object properties under viewport display I changed the 'display as' setting from textured to bounds.Then I added a collision property to it and increased the field absorption to one. But to see the effect, the force fields must be enabled for absorption in their physics properties. To ensure the particles are not effected by this cube, in the collision properties increase the permeability to one. Now animating the outer cube gives the effect of directional disintegration.


    This is the final result.




  • the room

    the room

    First time trying to make an interior and of course, I modeled my room.



     


  • pluff

    pluff

     Just a creepy li'l pink cloud called pluff...


  • vintage table

    vintage table

    I recreated this vintage table that I use.

  • pendulum

    pendulum

     Here are some satisfying oscillations for ya! And oh, it loops.







  • coo

    coo




    Introducing coo! and no, this is not a scoop of ice cream with fur. This is the first character I created.





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