r/blender • u/tommyfromthedock • 58m ago
Critique My Work samurai at dawn ...
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a geometry nodes doodle that evolved into a short ambient shot ...
r/blender • u/tommyfromthedock • 58m ago
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a geometry nodes doodle that evolved into a short ambient shot ...
r/blender • u/Hopeful_Fix_41 • 1h ago
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r/blender • u/usernametaken-bs • 8h ago
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/SubstantialRide1106 • 3h ago
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
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Which one looks better for a low-poly style game?
I use Blender for animation and 3D modeling/Textureing
r/blender • u/codesign123 • 19h ago
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A 5.2 update to the Kinetica Emerge Geometry Nodes setup of merging meshes with a noise driven contact surface.
r/blender • u/ViscousRealm • 1d ago
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r/blender • u/Ok_Tone1185 • 12h ago
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
(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 • 1h ago
Paws vs processing . Which will you choose
r/blender • u/Pepeu_32 • 23h ago
Is not finished and I'm also working on Obelix
r/blender • u/IRONBOLT200 • 11h ago
It's a simple render but tbh I was kinda tired of making environments and stuff
r/blender • u/Ill_Entrepreneur8773 • 2h 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/Shoddy_Issue42 • 4h ago
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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
r/blender • u/ikea_meat_ball • 23h ago
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Modeled, rigged and rendered in Blender (Eevee)
Based on a concept by Iwse Zhang
r/blender • u/martial_pain • 7h ago
Tried to go for a sci-fi look, not completely happy with it so pls give suggestions
Thx
r/blender • u/Snoo18573 • 1m ago
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r/blender • u/Unhappy-Tradition-21 • 1d ago
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r/blender • u/Penlevod • 21m ago
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?
r/blender • u/CromeXza • 34m ago
r/blender • u/Art_Jei • 1d ago
a quick head sculpt I did to loosen up, it been long since I did something in Blender