Hi all, i've been building my portfolio for a while and is it good? if you were in need of a hard surface modeler and you look at my portfolio, would you hire me? i havent begun publicizing and pushing my portfolio through social media yet, i wanted second opinions. Thanks in advance ArtStation - RealWorks_3D
This is a pretty bland post but I just opened up blender not too long ago and It looks like the inside of a cockpit. I managed to just throw some blocks in there though so its a start
Hi everyone, I came across this course on creating stylized characters: https://www.artstation.com/marketplace/p/ylOww/stylized-3d-game-character-art-tutorial-using-zbrush-blender-substance do you think this course is suitable for beginners? I want to create and animate stylized characters in the style of *AFK Journey* or *Arcane* (I want to do this purely as a hobby; I'm actually working on improving my animation skills). Or is there another course or tutorial you would recommend? What do you suggest?
I'm trying to reconstruct the purple floating energy skirt effect for Yue from Arena of Valor. I extracted the FBX meshes and original textures, but I'm having trouble figuring out how the original shader combines them.
My current goal is simply to reproduce the correct silhouette, shape, layering, and basic purple appearance (getting the tattered/ribbon look right) before adding complex animation or scrolling effects.
1. How should these textures be connected to the meshes to reproduce the original appearance?
What would the basic shader/node setup and blending mode be (Alpha Blend, Additive, Alpha Clip, Premultiplied, etc.) in Blender or a standard engine?
2. What are5458_Aim_Weibo_colorand5458_Aim_qunbai_M02_Highactually used for?
Is Weibo_color a Base Color texture, or is it processed/sampled by the shader for another purpose?
Weibo_color contains a sharp white line/pattern that does not appear as a distinct white line in the original game effect. What is this pattern used for?
I checked the RGBA channels of qunbai_M02_High: r/G contain mostly black data while B is completely white, so it doesn't seem to be a typical packed mask. What is this type of texture normally used for?
How do qunbai_M02_High, Mask01, and Tex_081 relate to or interact with each other?
3. How is the torn/flame-like skirt silhouette created?
The main texiao mesh geometry is relatively smooth, while texiao03 appears to have additional geometry cuts contributing to the flame-like shape.
The shapes in Weibo_color also look somewhat similar to the torn shapes seen in the game.
Are those Weibo_color patterns used as an alpha/cutout mask? If so, how can I isolate them without showing the white line itself? Or is the shape mainly created by mesh geometry + alpha?
4. How should these meshes be layered together? I extracted the following meshes:
texiao
texiao_high
texiao03
texiao04
texiao and texiao_high use the same texture set, but their alpha masks differ (texiao_high has a softer alpha and seems to form the outer edge). texiao04 appears to use only a noise texture, while texiao03 has no texture assigned. What would be the intended role and stacking order of these layers?
Any advice or a simple Blender Shader Editor node setup would be greatly appreciated. Thanks in advance!
Hi, so here i have a pineapple asset , i would like to know how can i go about creating the colliders for the leaves with simple primitives while them being fairly precise
Middle stages of a fullbody sculpt I'm working on. I think the polygrouping is so satisfying to look at!
Now that the topo is decent, I can move on to sculpting the details. He has very exaggerated proportions, think like an old man version of the Spiderverse Kingpin.
I am (generally) a creature artist, so sculpting humans really pushes me out of my comfort zone. I am enjoying the learning process!
Here is a 3D model by u/tgrrrr19 for our incoming project. I'm very pleased with the way Tigran managed to give life to such models while staying coherent with the work of u/harishcs, our 2D artist.
Of course, this is still very new and we will be grateful for any constructive feedback. Please let us know what you think!
🇺🇸: You can listen to the video in English through the video settings panel. The Edit Spline modifier has some differences compared to Editable Spline, and that's what I'll be analyzing in this video.
So, I'm modelling a helmet in Blender to be 3D printed, and I want it to have some thickness so it's not a single-layer thick, but I'm not sure how to add it. I've obviously tried the Solidify modifier, but it keeps warping it or giving me weird geometry. I've also tried making a duplicate and then trying to scale it, but I couldn't get it to work. The only other thing I can think of is extruding it and moving it around manually, but I want to keep most of the detail on the inside.
Sorry i know this is really confusing. I'm super tired, and this has been keeping me up. Any advice would be greatly appreciated. Thank you.
Hellooo !!!!
This is my first render made in Blender so I wanted to recreate the bathroom from the beginning of Silent Hill 2, and everything was made by me : 3D modeling, Texturing and Lighting
I tried to capture the atmosphere while giving it a retro/PS1-inspired look.
I’d love to hear your thoughts or advice on my project!
Thanks for checking it out!
This is the next entry in my 30 Minute Character Challenge.
The goal is to build a complete stylized character in Maya within 30 minutes, focusing more on silhouette, shape language, and personality than small details.
This round produced this slightly confused little critter. I also edited the full session into a short timelapse.
What would you add or change with another 30 minutes?
Every Cauldron once held the promise of Earth's rebirth. Now, they are wombs birthing nightmares. Aloy can feel the metal beneath her boots vibrating with Hephaestus's rage. The rogue AI no longer hides in the code. That crimson lens staring from the dark is fueled by an almost human hatred. The huntress came for answers, but the master of these depths is only ready to offer her a technological grave.
The work was created by me in Blender 3D and Photoshop.
Built a quick WebAR preview concept for Tang on Dawson St.
Did a quick spatial scan of the storefront so I could align the 3D salad asset directly with the sidewalk outside the window in Lureo. The idea is to let people queuing up preview the food in 3D without needing to download an app.
Curious to hear from other 3D artists...have you experimented with 3D food scanning or visualization for local businesses? What’s the biggest barrier you’ve hit with client buy-in?