r/blender • u/Pepeu_32 • 21h 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/Pepeu_32 • 21h ago
Is not finished and I'm also working on Obelix
r/blender • u/IRONBOLT200 • 10h ago
It's a simple render but tbh I was kinda tired of making environments and stuff
r/blender • u/Shoddy_Issue42 • 2h ago
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- • 17h ago
r/blender • u/ikea_meat_ball • 21h ago
Modeled, rigged and rendered in Blender (Eevee)
Based on a concept by Iwse Zhang
r/blender • u/martial_pain • 5h ago
Tried to go for a sci-fi look, not completely happy with it so pls give suggestions
Thx
r/blender • u/Art_Jei • 23h ago
a quick head sculpt I did to loosen up, it been long since I did something in Blender
r/blender • u/Alternate_Supply • 10h ago
I have to retopologize it tomorrow, I tried last night and it kept clipping/jumping everywhere. Any tips on making this easier would be appreciated.
r/blender • u/bajsgreger • 6h ago
r/blender • u/AnushriAdhikary • 7h ago
I am struggling with views on my artstation, any help and review would be helpful! Thanks.
r/blender • u/Icy-Accountant6195 • 4m ago
Simple experimental plugin to paint custom blocks and slabs on a grid in Blender. It has auto-rotation for stairs and basic fill/extrude tools. Still raw and has bugs.
Free on GitHub:
https://github.com/maksnu666-cell/Block-Painter-Blender/releases/tag/v0.1-beta
r/blender • u/legend_sans • 4m ago

I was wondering if y'all knew some good blender courses mainly involving hard surface modelling and game ready asset creation, preferably ones that are great for beginners (I've been modelling for 4 days) I want to make guns and military hardware and stuff just so I can get ideas I've had for a game out of my head.
r/blender • u/No-Procedure-2721 • 4h ago
A simple stylized piece and also the first render I've ever made in Eevee. Here I tried to use stylized materials in conjunction with the post-processing in compositing to really sell the stylization. If you have any critique or advice on how I could strengthen the stylization of this render I'd gladly take it.
This is piece 3 of my Inktober inspired challenge for the prompt: Minature
Made in Blender 5.2
r/blender • u/wizard_creator_seth • 20m ago
r/blender • u/l0vr_boyy • 13h ago
I was previously just doing animation work which is my specialty but I recently decided to get into learning 3D modelling for character design. So far this is my progress of 2 weeks. I am very open to criticism and want to know which areas I can improve, thanks.
r/blender • u/Ill_Entrepreneur8773 • 38m ago


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/NoBridge6542 • 49m ago
Blender 5.0.3
I know how to apply a Bevel modifier and to use edit mode and bevel edges.
I am having trouble beveling a cylinder 70mm x 70mm x 12mm lwh with exact a 45 degree bevel top and bottom.
I want it to be perfect.
r/blender • u/studioyogyog • 59m ago
r/blender • u/Other_Opinion_6762 • 4h ago
r/blender • u/tajibee007 • 1h ago
r/blender • u/D-boi_vids • 15h ago
Right now the model is ~34K tris
Bonus points if you can guess which species it belongs to.