01
Documented Astra + Blender
Solace: build, inspect, refine
Thomas Ricouard had Astra build an editable architectural scene through bpy. Quality came from preview renders, close material studies, solid-mode geometry checks, and revised camera takes.
Borrow thisAsk for proof at each scale: silhouette, geometry, materials, then motion.
Read the first-party case study ↗
02
Documented Astra + Blender
Void Explorer: concept to asset
Ricouard approved clear multi-angle concept art, then Astra rebuilt the ship in Blender. The source retained 193 editable meshes; the exported game asset used 14,968 triangles across eight opaque material batches.
Borrow thisApprove front, side, top, and perspective references before modeling; then set an explicit runtime triangle and material budget.
Read the first-party case study ↗
03
Blender craft → Astra lesson
Gints Zilbalodis: Flow
The film’s scenes were previsualized quickly so camera movement and proportion could be judged before detail. EEVEE made frequent iteration practical.
Try with Astra“Block this scene with simple materials. Give me three camera previews before adding detail.”
Read the interview ↗
04
Blender craft → Astra lesson
Wing It!
The team developed a stylized 2D/3D look in EEVEE and reviewed shots in sequence for consistent color and shading—not as isolated pretty frames.
Try with Astra“Render these three shots side by side. Check silhouette, value grouping, and palette continuity.”
See the production ↗
05
Blender craft → Astra lesson
Simon Thommes: Geometry Nodes
Procedural systems become understandable when a few meaningful controls—count, scale, spacing, seed—are exposed instead of burying intent in a node graph.
Try with Astra“Build a rock scatter and expose only count, scale range, slope limit, and seed as named controls.”
Explore the course ↗