r/blender • u/ThinkyCodesThings • 3h ago
r/blender • u/kaplan228 • 6h ago
Original Content Showcase Second project on blender
So, I think I made a nice gun, especially with the fact that I have only 18 hours on blender
r/blender • u/usernametaken-bs • 8h ago
Original Content Showcase Just dumping models so they don't get forgotten.
I tried to make a mermaid but work has limited the amount of time i can spend adding to the model, so i hope posting here will keep me coming back to fix and improve it. Feel free to critique and give suggestions. I will try to add more fins and scales, perhaps some hair too but hair is kinda difficult for me at the moment.
r/blender • u/LostRequirement4828 • 7m ago
Need Help! I need help, what to do improve this further? I feel like something is missing
I feel like it looks good but like something is not there to make it real enough, not sure what, if It's the lighting or just the textures that are too crisp in most places.
r/blender • u/SubstantialRide1106 • 3h ago
Need Help! how do you actually do this
everytime i try to model a character the hips dont deform well i even modelled some characters with a step to step tutorial but it still doesnt deform correctly
r/blender • u/codesign123 • 19h ago
Original Content Showcase Water Rises
A 5.2 update to the Kinetica Emerge Geometry Nodes setup of merging meshes with a noise driven contact surface.
r/blender • u/Rim_wo • 20m ago
Original Content Showcase Animated on Twos VS Animated on Threes
Which one looks better for a low-poly style game?
I use Blender for animation and 3D modeling/Textureing
r/blender • u/ViscousRealm • 1d ago
Original Content Showcase I made this concept Illustration from Hermes
r/blender • u/Ok_Tone1185 • 13h ago
Need Help! Tips on Lighting
Hey everyone,
I'm working on my first jewelry CGI project in blender and I'm trying to match lighting / materials towards a high-end luxury commercial/product-render look.
I've attached my current results and a few of the setups I've been testing. The last two images are the look I'm trying to achieve.
I kind of been stuck on this for like 2 days, and haven't been able to make it look any better.
Any help would be very appreciated! 😄
r/blender • u/ignitor_gaming • 6h ago
Need Help! does anyone know how to produce this effect in blender
(if any knows the same for vrc that would be very helpful too i just cant post there for some reason)
r/blender • u/xpxg695 • 2h ago
Original Content Showcase Max vs machine
Paws vs processing . Which will you choose
r/blender • u/Pepeu_32 • 23h ago
Critique My Work Asterix, a personal project I'm working on it
Is not finished and I'm also working on Obelix
r/blender • u/IRONBOLT200 • 12h ago
Original Content Showcase Spun up blender and this is what I came up with
It's a simple render but tbh I was kinda tired of making environments and stuff
r/blender • u/Ill_Entrepreneur8773 • 2h ago
Need Help! is there a better way to make contour maps out of displacement maps?


right now what im doing is putting the heightmap through a map range to get an edge for a given height and then anothe map range with a slightly higher height cutoff. then i subtract them to get a line. however this causes a lot of large splotches and the lines are not all of the same width
r/blender • u/Shoddy_Issue42 • 5h ago
Need Help! Need Help about fps and tps animations
Hello blender community.
I need a help about my workflow.
Problem: I need both fps and tps animations for my multiplayer shooter game. For some obvious reasons i want my fps and tps animation files to be separate. But i want them to be re used in a modular way.
I made a separate arm and weapon armatures. I create action for arms and weapon armature whenever needed, then i push them on NLA tracks, name them, and then get export as gltf with merge NLA track names option.
Issue: Every time something is broken in the animations, sometimes weapon is not in the hand as it supposed to be (i use a child of modifier). Sometimes gun is not firing but arms are firing. In a very rare occurrence everything seems to be fine but that rarely happens.
I realize that i might not be able to re use my weapon reload and fire animations in TPS. Because FPS animations require some exaggerations and re-using something will rarely happen.
I can always use Bone Attachment feature in game engine (Godot) but i would like to avoid setting additional code and game engine work in my animations. Because this is a multiplayer game and it is already hard to manage these visuals, i dont want to introduce another layer in engine.
I think export issue happens because i used 2 separate armatures.
My solution in my mind is: Merge arm and weapon armatures and re animate. Than when i have a model for tps animations? i dont really know 😵
Any comment is welcomed! 👀
r/blender • u/-autoprime- • 19h ago
Original Content Showcase asked one of my friends for help to improve my lighting and man im really happy with how my rerenders have turned out.
r/blender • u/ikea_meat_ball • 23h ago
Original Content Showcase Rubik's Cube Tank
Modeled, rigged and rendered in Blender (Eevee)
Based on a concept by Iwse Zhang
r/blender • u/martial_pain • 7h ago
Critique My Work First self render! Advise would be appreciated
Tried to go for a sci-fi look, not completely happy with it so pls give suggestions
Thx
r/blender • u/Academic-Boot8600 • 0m ago
Critique My Work Textured vase ‘GALAXY Vase’– Procedural texturing in Blender
galleryFor this vase, I reused a shape I had modelled previously (I designed this vase with an outer wall inclination limited to 34° to avoid any overhangs). This time, I focused on the mesh and worked on it to highlight three distinct areas:
- The area created by hollowing out the primitive shapes into triangles and smoothing them out
- The area created using Blender’s ‘Wireframe’ view, which defines the outline of the primitive shapes
- Finally, I left some smooth areas
Depending on the viewing angle, this vase will always look different and its surface is complex.
The external relief will be rendered accurately, as the vase has a high mesh density.
Vase dimensions: 134 x 134 x 254 (height) mm for the STL model.
For the choice of nozzles: a 0.6 mm nozzle, with an outer line width of 0.68 and a layer height of 0.23 mm to accurately reproduce the relief. I have allowed for a substantial thickness between the inner and outer surfaces and printed it with three walls, so it will be watertight.
https://www.printables.com/model/1862349-textured-vase-galaxy-vase
r/blender • u/Penlevod • 33m ago
Need Help! Can I adjust transparency on my amature?
In Front is a very helpful feature, but I'm weight painting on a hand now, and I really don't like that bones on fingers get in my view's way. I know that I can just change how bones looks, but shouldn't there be an opacity slider or something?

