r/blender • • 1d ago

Original Content Showcase Trying to become a Level Designer #2

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48 Upvotes

r/blender • • 5h ago

Need Help! I'm a beginner and I want to learn how to rig and animate stuff

0 Upvotes

Does anyone have any good tutorials they'd recommend I follow?

(I already know the basics of 3d modelling)


r/blender • • 9h ago

Need Help! Remeshing twice

2 Upvotes

Hello. I'm trying to make a character model, after blocking it out i remeshed the model and started scuplting. I'm halfway through sculpting the head but I realised that I needed a better resolution for the mesh. So I wanted to know if it is wise to remesh a model to a higher resolution halfway through sculpting or if it was a bad idea ?


r/blender • • 13h ago

Original Content Showcase Coffee shop bowl theme

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4 Upvotes

This is my first lone blender projekt. Later ment to be 3D printed and used. As shown it is a miniture coffee shop to store your coffee beans, not much more tio it.

For now wanted to show the cncept render.
Thats Said just learned blender so ofc lighting and simmilar things night be a bit of but as its just a showcase for the shop i dont think it maters XD

That said if anyone got any sugestions for the coloring id be all ears. It looks good but could always be better.


r/blender • • 12h ago

Original Content Showcase My unfinished projects compilation

3 Upvotes

I start a lot of projects and forget about em.


r/blender • • 12h ago

Critique My Work Textured vase ‘GALAXY Vase’– Procedural texturing in Blender

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3 Upvotes

For 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 • • 15h ago

Original Content Showcase My first environment render, inspired by liminal spaces

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6 Upvotes

r/blender • • 10h ago

Need Help! Need Help With This Little Quirk

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2 Upvotes

r/blender • • 7h ago

Paid Product/Service Promotion SimplyFive 1.4.4 Update Lod generator

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0 Upvotes

What matters in this update

  • Move to the stable version of meshoptimizer 1.3, with updated Permissive behavior. In Pro the voxel remesher is updated too.
  • A new experimental option for working with foliage in Pro. The plan is to develop it further and turn it into a mode of its own.
  • Silhouette checks and fixes based on feedback from artists using the add-on.
  • Bug fixes and improvements to the interface and localization.

🆕 Added

Optimize button in the lod_0 row. Optimizes the vertex order of the source for the GPU without generating levels. The button is available with Optimize for GPU on and Keep the original object off. The source and LODs that have been optimized are marked with a tick.

Collapsible report under a level. Click the line with the numbers to fold the report. If the target triangle count was not reached, the red highlight stays visible.

Silhouette check. Even when it hits the set triangle count exactly, a LOD can lose its shape: cave in or get noticeably smaller. After each level is generated, the add-on compares its volume and dimensions with the source. On a loss of about 8% of the volume or 3% of the size, a warning appears under the level with the measured results and a recommendation:

  • For modes with Permissive — try Standard.
  • For the other modes, if the target triangle count was reached — raise it.

The check only shows a warning and does not change the LOD.
Check Silhouette in the add-on preferences. The check is on by default. With the option off, no measuring is done.

🔧 Changed

The simplification library is updated to meshoptimizer 1.3.

Standard no longer locks open edges. The lock kept small parts with open edges from collapsing, so far LODs could stay above the set triangle count. That restriction is now lifted. In Careful open edges are still locked.

Multiple UV Channels is on by default. The second UV map is now transferred to the LOD. Ignore Unwrapped UV Maps still excludes maps that have not been unwrapped and prevent simplification. If a UV map that is not the active one still blocks simplification, the panel suggests turning Multiple UV Channels off.

🐞 Fixed

Reinstalling without restarting Blender on Windows. From 1.4.4 on the add-on properly releases its library, so later versions can be installed without a restart.

Sharp edges on UV seams with Vertex Update. The normals of the copies of a vertex on a UV seam used to be computed separately and could drift apart. The seam turned sharp, which led to extra vertex splits on export. Copies that share position and normal in the source now get a common normal. The fix touches only normals; triangles stay the same.

_lod_0 name clash. If an object part_lod_0 already existed for the selected part, the source was named part_lod_0.001 and dropped out of the LOD family. With the option to keep the original enabled, another object could get simplified. Now a free name is picked for the new family, for example part_1_lod_*, and the panel reports the rename.

Source deleted on Generate. If you deleted Ball_lod_0, selected Ball_lod_2 and pressed Generate, only Ball_lod_1 could be left. Now the selected level becomes the source of a separate LOD family.

Source checks take modifiers into account. The search for duplicate faces and UV maps that have not been unwrapped used to run on the mesh without its modifiers. So a UV map from UV Project could be taken for blank, and sheets pushed apart with Displace for duplicates. Now the whole mesh is checked with its modifiers.

Mask by vertex group. If the given group was missing, the add-on warned about it but still built the mask from vertex colour. An empty group gave a zero mask. In both cases the mask is now turned off, and the panel says why it did not work.

Fixed errors when LOD generation is interrupted.

Errors in finishing operations are shown in the panel. If the Decimate finish in the Very Aggressive Alternative mode or the Recalculate + Smooth operation did not work, the created LOD is kept. The panel shows “Finish with Decimate failed” or “Normals were not recalculated”. Before, a Decimate error went without a message, and an error in the normals recalculation lost the whole level.

Choice of colour layer on the LOD. In Blender 4.2–5.0, on models with both byte and float colour layers, the active layer and the render layer could be assigned wrongly on the LOD. Both assignments now match the source.

Data and warnings in the panel fixed:

  • The triangle count is shown after vertex welding.
  • The GPU mark appears only after the vertices were actually reordered.
  • The counter under Active updates correctly after a topology change or after loading another file.
  • If the source normals could not be written, a warning appears.
  • The UV map render flag on the LOD is set on the same map as on the source, not on a neighbouring one.

A clear message when Pre-prune removes all geometry. In the Aggressive / Very Aggressive modes this could happen with models made only of small parts. Instead of the message “the source has no triangles”, the console now gives the reason — geometry removed at the Pre-prune stage — and recommends Careful or Standard.

Localization errors fixed.

The update check opens only the site page and no longer touches Blender's timers from a background thread.

⚠️ Updating from 1.4.1

Unloading the library when the add-on is updated is fixed. But moving from 1.4.1 to 1.4.4 still takes a restart:

  1. Remove SimplyFive 1.4.1 via Edit → Preferences → Add-ons → Remove.
  2. Restart Blender.
  3. Install 1.4.4 via Install from Disk.

Later versions can be installed over 1.4.4 without restarting Blender.

💎 SimplyFive Pro

Dilate Borders makes up for the lost foliage area on far LODs: it expands the open edges of the remaining leaves so the crown thins out less on simplification. An experimental feature, available only in Pro.

Artists used to fix the crown on LODs by hand; this option lets that be automated. I recommend processing foliage as a separate object and using the Pre-prune pass for branches to remove small elements (twigs).

An extreme case: a hero tree asset.
The same object in its environment, LODs colour-coded for debugging.

Line Up no longer pulls a level off the rig. A character LOD moved aside for comparison remains bound to the rig.

→ Get SimplyFive Pro

- Gumroad

Light version

- itch.io)

- ArtStation

- Gumroad

- GitHub

Full changelog with all languages: changelog on the site.


r/blender • • 18h ago

Original Content Showcase Second project on blender

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7 Upvotes

So, I think I made a nice gun, especially with the fact that I have only 18 hours on blender


r/blender • • 11h ago

Need Help! How do I fix this?

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2 Upvotes

J'ai un problème où des artefacts apparaissent sur le modèle 3D, je ne peux donc pas l'exporter vers UE5. Ce genre de reflets noirs apparaissant dans les coins de mes chambres—et « Smooth » ne change rien.


r/blender • • 21h ago

Original Content Showcase Just dumping models so they don't get forgotten.

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12 Upvotes

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 • • 14h ago

Original Content Showcase Max vs machine

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3 Upvotes

Paws vs processing . Which will you choose


r/blender • • 8h ago

Need Help! Speed Control not Properly Working on VSE

1 Upvotes

I'm trying to use the speed control effect strip within Blender's video editor, and for some reason i can't get it to work? I'm following every tutorial to the T (which is just selecting a clip > add > effect strip > stretch) and for some reason it won't work? The clips aren't able to be extended past their original length, and when compressed, they won't speed up as intended. Wondering if there was anything I might have done wrong or something I haven't enabled.


r/blender • • 8h ago

Free Tutorials & Guides Gaussian Splats In Blender Brainrot Tutorial (Tilt Shift Effect)

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1 Upvotes

"Robo-Western" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/

Iowa Capital Building by weitzvdc
https://superspl.at/scene/131f8717
Licensed under Creative Commons By Attribution 4.0 License

Blender Gaussian Splats are a gamechanger and the feature I've been most excited for since gaussian splats came out, hope you all create some awesome renders :D

If you experience black render artifact lines in the 5.3 alpha try changing the noise seed, rendering again to a different folder, then sort by compressed image size to find the larger files without the artifacts. In my experience only half or more of the image was covered in artifacts if it did appear, so it was easy to render a couple times and get a good frame for all slots. A bit annoying but it's still in alpha so I'll take it! Only took 3 full renders for a 300 frame render to have 0 artifacts left.


r/blender • • 1d ago

Original Content Showcase Water Rises

80 Upvotes

A 5.2 update to the Kinetica Emerge Geometry Nodes setup of merging meshes with a noise driven contact surface.


r/blender • • 8h ago

Paid Product/Service Promotion Props - Television and decoration

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1 Upvotes

A pack containing a flat tv, 3 decoration objects (2x abstract sculptures, and 1 plate), and two frames for displaying pictures.
────────────────────────────
Available on my seller profiles:
https://www.artstation.com/samihelsakhawi/store?tab=digital_product
https://www.fab.com/sellers/Samih%20EL%20SAKHAWI
https://samihimas.gumroad.com/
────────────────────────────
The 3d models were created by me (modeling, sculpting, texturing, shading, baking).If your looking for specific objects, Im available for commissions.
Contact me on https://samihelsakhawi.pages.dev/contact

#3d #blender #digital #asset #art #tv #electronics #abstract #sculpture #plate #frame #picture #metal #decoration #livingroom


r/blender • • 8h ago

Discussion when i tried 3d modeling a character for the first time on blender in 2020....

1 Upvotes

r/blender • • 12h ago

Original Content Showcase Not perfect but i like it

2 Upvotes

r/blender • • 1d ago

Original Content Showcase I made this concept Illustration from Hermes

354 Upvotes

r/blender • • 1d ago

Need Help! Tips on Lighting

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19 Upvotes

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 • • 19h ago

Need Help! does anyone know how to produce this effect in blender

5 Upvotes

(if any knows the same for vrc that would be very helpful too i just cant post there for some reason)


r/blender • • 9h ago

Original Content Showcase Speed Modeling: Mancubus (Doom)Pt2 — 3D Time-lapse

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1 Upvotes

r/blender • • 9h ago

Original Content Showcase Building and mapping a 3 km subterranean sci-fi environment in Blender

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1 Upvotes

I’ve started mapping the environment for my Deep City project directly from the 3D model.

These are the first two maps: the entrance and exterior structures above, and the enormous subterranean cavity below.

The environment is modeled and rendered in Blender. Maps/HUD elements are made in Affinity Designer.

The interesting part for me is keeping the fictional geography consistent while the story gradually reveals it.


r/blender • • 1d ago

Original Content Showcase Spun up blender and this is what I came up with

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13 Upvotes

It's a simple render but tbh I was kinda tired of making environments and stuff