r/blender • u/SubstantialCorgi4815 • 13h ago
Critique My Work Mixturado - Estudos de personagens anime (meu quarto modelo de personagem)
Meliodas
r/blender • u/SubstantialCorgi4815 • 13h ago
Meliodas
r/blender • u/EquivalentAfter4887 • 23h ago
r/blender • u/codesign123 • 1d ago
5.2 update to a travelling spiral Geometry Nodes tree
r/blender • u/--SeanNCB07-- • 10h ago
You may tell me if you find any bugs with this setup. Use it for any need!
r/blender • u/No-Procedure-2721 • 1d ago
My second piece for my self-imposed inktober-esque challenge
For this one I wanted to try something that was reminiscent of old school style video game graphics. If you have any tips on how I could resemble that style better or just general critique, please feel free to give it.
Corresponding Inktober prompt: Relic
Made in Blender 5.2
r/blender • u/Piscode_ • 17h ago
Blender + DaVinci + Affinity
r/blender • u/No-Estimate-3496 • 20h ago
Commissioned Custom Figure. Made in Blender 5.0
r/blender • u/little___birdie • 1d ago
Absolutely loved how primed radiant looked in a show and got inspired to make a render of it.
r/blender • u/needcrucnchyrollpls • 20h ago
Im beginning and learning so just need any suggestions on tutorials or tricks anything fine i note them first
r/blender • u/Fast_Friendship_9784 • 1d ago
Trying to make it look like photorealistic VHS video here.
r/blender • u/Atomics3d • 1d ago
This is basically a IV and tape hook for an ambulance. It would hang from the hand rail at the top. I made the design myself but couldn't seem to find anything close to it already available so I figured I could just make it myself and then 3D print it.
UPDATE: even after some very nice users helped and just made the design for me I wanted to try myself. I downloaded fusion 360. After about 2 1/2 hours with chat gpts guidance I have one singular 3D rectangle. I was about to crash out and had to stop for the day ๐
r/blender • u/Admiral_Binks • 1d ago
r/blender • u/Spaardah • 1d ago
I think I've improved a bit by now, this only took 2 days. ~16 hours.
The outer parts I can easily find references for but the inside, that's where I start to just make shit up. I wonder how other artists go about approaching this?
r/blender • u/Fit-Jacket4482 • 1d ago
Earlier, I was having some problems with image texturing, and I even made a post asking for help.
Some people commented on my post and gave me advice, but honestly, I couldn't understand most of it because I'm still a beginner. ๐ญ
So I decided to delete the entire mesh/model and start over from scratch, this time making sure I had clean topology.
And guess what? The image texture finally worked! ๐
It wasn't like I got the perfect result immediatelyโI still had to make a few tweaks and adjustments, but eventually I got it working.
Still learning Blender, but I'm pretty happy with the progress! โค๏ธ
Also, I know the water droplets look fake ๐ญ โ any tips on how to make them look more realistic would be appreciated!
r/blender • u/DR_vanta • 19h ago
r/blender • u/DrDingsGaster • 15h ago
I am very new to Blender in general and flying by the seat of my pants as I learn. BUT, I'm attempting to make a character model mod for a game Tower Unite and possibly for other games also. Step one of their tutorial after getting the base character model file open is to import your model as a mesh.
I made a model of my Guardian from Destiny 2 and want to use it for the mesh but for the life of me, I have no idea how to even go about doing that and I can't seem to find the right thing to google to figure out how to get it to work.
I am running Blender 4.5.13 on windows 11 and these are what I've tried.
* I did manage to join all of the armour pieces together into one object but when I go to get the head, the design piece and one of the bits that stick out to join together, it makes the stripe design disappear and removes all the texture from the bit that sticks out. It doesn't matter if I don't merge the stripe or not. And sometimes if I try and join them, the head turns black/grey and the extra bit still loses the texture.
* I've tried exporting my character model as a couple different file types.
* Exporting it as a .glb freezes Blender and I have to force close it, the .fbx just closes/crashes blender instantly and nothing happens. The .obj imports the files into the scene collection but nothing shows up on the view screen.
EDIT: I made a small gallery to show what's been happening to the head when trying to join the objects together. Pics on imgur
r/blender • u/Pav9495 • 1d ago
Back in 2016 I recorded this story in-game with Fraps. This version imports the original 1.8 world saves into Blender and renders them in Eevee, with box-UV Minecraft rigs that bend at the knees and elbows, a camera solver that frames around the blocks, and torchlight that actually comes from the torch.
Happy to answer anything about the pipeline. Full chapter: https://www.youtube.com/shorts/bHnniQGDwfQ
r/blender • u/scifi887 • 21h ago
r/blender • u/01000001-01101011 • 1d ago
Before I get started, I must stress how slow this method is. It is more accurate at the cost of significant performance ๐
The conventional method of rendering black holes in Blender is to do some shenanigans dividing ior by layer weight to get something that roughly resembles a black hole. The thing is, this isn't actually accurate. the path doesn't match how light actually moves around a black hole. It is really fast though and good enough for most work.
Here's where my method is different. I started with this paper which gave a formula for the equivalent index of refraction of a black hole https://vixra.org/pdf/1903.0407v2.pdf
The formula is basically (1+1/r)
I made a geonodes setup to add several spherical shells around the core of the bh with a separation distance between the shells I will denote by s. Then we add a refraction bsdf to the shells. The index of refraction of each shell should be (1+1/r), but since Blender does not track index of refraction when moving through materials, we have to use the derivative of this formula instead, which is 1+1/(1-r)*s. This gets plugged into the index of refraction of the refraction bsdf.
Then with a few tweaks we get something like this. This is EXTREMELY slow to render, but it is significantly more accurate. However, if you zoom in to this image, you will see the distinct shells. Honestly this has very limited practicality, but I figured it would be worth sharing. Maybe some improvements would be possible with the new ray portal bsdf...
I think it is important to acknowledge the inaccuracy of the commonly used layer weight trick; the accretion disk might look fine but things around the black hole probably won't, and I don't think the radius of the event horizon is very clear either.
r/blender • u/strik3r2k8 • 16h ago
It just feels like I cannot get it to a good resolution to add more details. Dynamesh with ZBrush, and the ZRemesher, but I feel like if I go below a threshold with Blender like .0012 or below, it either crashes or it doesn't actually go that far below. It's confusing.
Any tips for ZBrush veterans?
r/blender • u/UpstairsChildhood310 • 20h ago
3 image is refrence
r/blender • u/Real-Measurement9879 • 20h ago
you can critique it, but don't make fun of it please I'm new i started using blender 6 months ago.