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Hotwheels (sh.itjust.works)
submitted 1 week ago by [email protected] to c/blender

In addition to my last post I want to share another work with you all. I created a toy car from my exsisting model and I also made a packing for it in the style of a Hotwheels toy car packing as if they would have made it.

For the general shape of the cardboard I found a template on the internet. Apparently I wasn’t the first one that came up with the Idea of creating a toy car version of a casual vehicle. This template saved a lot of time in guessing the correct measurements and proportions.

The rendering of the car on the packing was rendered with EVEE since it must not be too realistic. The cars depicted on these real packings are detailed, but look more like a colored illustration, also there are no enviromental reflections. The glass (windshield) is opaque. I added the „Space Star“ writing to the number plate, which usually would be on the trunk door. Without the number plate the picture of the car would be somewhat empy, although the depictions of cars from genuine Hotwheels packings don’t show number plates since these are mostly racing cars - or at least not boring everyday cars.

With EVEE I was able to render the scene without any background because the rendering was put onto the cardboard design which I created in Affinity Designer entirely.

For the bilster packing I used the subdivison surface modifier for smoothness and the solidify modifier to add a little bit of thickness.

To make my car model appear like a toy car I had to apply some changes to it. The most noticeable one is the tires. I found out that toy cars only have a few basic tire designs which are shared between all kinds of cras. I made another set of tires with the help of the array modifier. Additionally to that I made the tires way wider than they would be in real life. The original car model has raher thin tires.

Another thing I did was to remove all additional things like the decals, the windshield wipers the number plates and the antenna. Also I changed the material of many plastic parts (e.g. the mirrors) to the color of the paint. Usually the scale of these toy cars is 1:64. That means the length of the car is about 6 cm or 2.36 Inches. There are not many details visible.

I changed the material properties as well. The head and taillights of reals toy models seem to be painted on, so I scaled down the transmission value and scaled up the roughness value for these materials.I changed the chrome material to a less reflective one as well.

For the composition of the packing and the unpacked toy cars I choosed a road area rug. I guess many of you had one of these - at least I had one. For the fluffiness effect I used hair particles. Since it was not possible to find a good picture on the internet I was forced to re-draw the carpet using a blurry picture as a template. I did that in Affinity Designer. Then I used that drawing as an image texture. The carpet has 8 million hairs (at 10 million my laptop crashes) and working with that many particles was a pain in the ass. I saw the spinning beach ball a lot. Maybe that is the one of the reasons why desktop computers still have a place.

For all renderings I used Cycles.

I didn’t track time so I don’t know how long all of this took me. What I can say is that the drawing of the carpet took me about 9 hours, and the setup with the hair particles took almost all weekend.

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submitted 3 weeks ago by [email protected] to c/blender

New 4k re-rendered version available! http://youtu.be/41hv2tW5Lc4"Tears of Steel" was realized with crowd-funding by users of the open source 3D creation too...

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submitted 3 weeks ago by [email protected] to c/blender

Continue working on kitchen furniture

Just finished another object for #projectharmonia

Verts: 710
Tris: 1128

@blender

#3d #blender #blender3d #DigitalArt

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submitted 1 month ago by [email protected] to c/blender

Enjoy the fourth episode of Blenderheads, a series about the people behind the Blender project. The editor and director –documentary maker Maaike Kleverlaan– works embedded in the Blender headquart...

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A car [OC] (sh.itjust.works)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/blender

This is my latest work - a Mitsubishi Space Star (also marketed as Mitsubishi Mirage) modelled in Version 3.6.9.

It took me approximately 180 hours which spread over the course of 6 weeks (Blender, modelling only) as well as an additional 8 hours for tracing the side, front, back and top view (using Affinity Designer) which I used as reference images to create the general shape.

All details were built with eye measure from photos.

Most of the car is symmetrical, which means that only one half had to be built. I used the mirror modifier for almost everything as well as the subdivision modifier, shrinkwrap modifier (for the decals and the back lights) and array modifier (for the grille and for the heating lines in the back window, also for the wheel caps to an extent).

As mentioned above it took some hours to complete the work. One reason might be that the work process is much slower than anticipated, due to lack of knowing all the tricks and features.

My question to you is: Do you also spend so much time creating your work with Blender?

The result (for the upload I removed the number plates):

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Finished my old project (cdn.toot.garden)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/blender

Finished my old project

I started working on this project at the end of 2022. But got demoralized due to electricity blackouts and left 3D for a long time.
Recently, my favorite 3D chat started a collaboration. I usually don't take part in such activities. But this time the condition was quite interesting: to finish one of the abandoned projects. I had 2 such projects and this one seemed the simplest.
I'm glad I finished it. But in the process of doing it, I realized that if something stops, it's better to let it go.
Old projects usually messy because you always improve as an artist and doesn't give you a lot of inspiration.

@blender

#blender #blender3d #3d #DigitalArt

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/blender

Just a simple little render i made a few weeks ago of an armory workshop thats based off a dnd campaign im in!

This is my first render that took me more than one sitting to do, and i am pretty proud of how it turned out.

Let me know what you think!

Heres my pixelfed account if you want to see anything else i made! @[email protected]

Edit: me not knowing how to link or spell lol

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Vintage table (cdn.toot.garden)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/blender

Vintage table

Created the first furniture model for #projectharmonia.

Verts: 320
Tris: 542

@blender

#3d #blender #blender3d

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Vivian from Paper Mario TTYD (64.media.tumblr.com)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/blender

This Vivian was originally designed by @fixated-draws-things on Tumblr, and I really wanted to turn it into a 3D sculpt! Character was sculpted in Nomad Sculpt, base and decor done in Blender, and final lighting and rendering done in Blender.

Original design: https://www.tumblr.com/fixated-draws-things/736390130490884096/a-fun-lil-version-of-vivian-3

My post (includes a 3D turnaround): https://www.tumblr.com/cowboydudeart/746395900485763072/vivian-3d-sculpt-inspired-by-artwork-from-the

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Bee Lady (lemmy.world)
submitted 1 month ago by Obituarykidney to c/blender

https://imgur.com/gallery/ekfHjPR (wirefram/clay/rotation). A sculpture made by a beekeeper in MoMa Sculpture Garden. Thought it looked cool and would be fun to make in Blender.

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submitted 1 month ago by TDSOJohn to c/blender

Hello everyone, I have a question about Blender properties. I'm reading BlenderDMX documentation and at page BlenderDMX docs paragraph "BlenderDMX DMX driver for Blender" it says that I can use DMX signals to control any Blender property. I also have modelled some lasers and would love to control some of the nodes' properties (Emission Color mostly) with DMX for a simulation. Does anyone know if that's possible and how to do it? A search for "blender properties" and "blender property keywords" gave me nothing.

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submitted 1 month ago by te_abstract_art to c/blender

All made in Blender 😊

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submitted 2 months ago by TheFonz to c/blender

I use blender + some addons for work (I work as a landscape architect).

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submitted 2 months ago by Obituarykidney to c/blender

Render on the left, real product photos on the right. (clay render and wireframe in comments)

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submitted 2 months ago by [email protected] to c/blender

For those who make greater than 32 mistakes in a row but less than 256

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submitted 2 months ago by [email protected] to c/blender

The long awaited/brewing official Blender Extensions Platform's public alpha version has silently gone online a few days back and can be accessed at http://extensions.blender.org/ !

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/blender

So I'm very new to blender. Found some great tutorials and managed to get my first low poly sketch to a point I am pretty proud of in a couple days. (Pictured!)

Unfortunately the video guides for rigging/animating are going way too fast or not in depth enough. If anyone has a good video or guide saved I would appreciate some direction!

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submitted 2 months ago* (last edited 2 months ago) by directive0 to c/blender

I've been working on this scene off an on for about 4 years now. Its become a sort of log of my progress learning blender. From subsurface modelling to node texture creation, volumetric effects, etc.

Its far from done. It's missing some props (the falcon, some desk stuff) and a real narrative focus. Not to mention the janky scenery outside. Its a work in progress.

Its not exactly the stuff that dreams are made of yet but I wanted to share as its getting close to a level I'm proud of.

So long!

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First window for the game (cdn.toot.garden)
submitted 2 months ago by [email protected] to c/blender

I decided to make a plastic window which is common in my land.

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submitted 3 months ago* (last edited 1 month ago) by [email protected] to c/blender

3D as psychotherapy or my children's room

I used to often make rooms like this. It was like I was putting together my dream house in Blender. This project was different. It was regret about the past and fear about the future. A year ago, this project led me to burnout. But recently I finished it and closed this story.

@blender

#blender #blender3d #3d #DigitalArt

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submitted 3 months ago by Bugomi to c/blender

Hey guys, i'm a begginer web designer and i am using some of 3d assets in the site that i'm working on. I want to know how do i remove this line texture in this bar!

Sorry for the idiot question, i am really beggining in the 3d world too.

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/blender

Hey everybody,

I'm following up on this post. I've brought myself up to speed with free-as-in-libre CAD software - which was easy, since I have years of experience in CAD - and now I'm learning Blender, as I said I would 🙂

So I've followed a few tutorials. But as always, I've found them useful only up to a point, because I need to do stuff myself to remember. Also, I need to do something useful to me otherwise I get bored. Sorry that's just how I work.

So now I'm modeling the enclosure of one the devices I work on professionally. Nothing super complicated: it's a 100-ish x 60-ish x 30-ish aluminum enclosure with a raised lip at the front, a bezel, some cooling fins on top, 4 triangular pockets at the back for screws and filleted edges all around.

So far I've modeled most of what's square, and the triangular holes. I figured I'd look into the finer details and the filets later (and if I started out wrong, I can always start over, no problem).

My questions are these:

  • Most of my difficulties seem to come from trying to replicate the dimensions of features accurately. I want this model to be exact to within 0.1 mm, but essentially Blender seems to be making it excrutiatingly difficult every step of the way.

    I'm slowly discovering tools and developing a workflow to make my life easier, but more or less 80% of what I do is calculating the absolute position of individual vertices and making edges and faces out of them. Because however hard I look at the tools available, I can't seem to find any that I could use in any way to make it easier to dimension things or position them with respect to other things. It's really, REALLY tedious.

    I'm fairly certain half of the problem is that Blender isn't a good tool for what I'm trying to do, and I'm sure if I keep at it, I'll find cleverer ways to achieve what I want (and like I said, the process of figuring this out itself IS my way of learning, so I'm not complaining).

    Still, I'm roughly 15 hours into this and I reckon I'm modeling at 1/10th the speed I would with a traditional parametric CAD software. In other words, what would be a quick one-hour job in SolidWorks takes me 10 hours in Blender.

    Does it get easier? 🙂

  • Speaking of parametric modeling: is there any way to make Blender parametric? It reminds me furiously of AutoCAD 25 years ago: I add more and more features to my model, I refine it, and I dread the moment someone will walk into my office and tell me "It's nice, but this dimension here is wrong" - and bad luck, it's one of the main dimensions and I have to spend half a day redoing everything, where a parametric modeler would let me change the dimension and would recalculate all the other dependent features.

    Is there any way to "record" the building steps I do in Blender and replay them on intermediate meshes that I could go back to and modify?

    Although mind you, I'm asking this but I have a feeling I'm approaching Blender entirely the wrong way here as well...

  • Finally, a colleague of mine uses this gizmo in SolidWorks / Windows. He swears by it. I've been using a Kensington Expert Mouse trackball for decades, but sadly Blender turns out to be exceptionally awkward to use with that trackball. No matter how hard I try to get used to clicking the wheel button to spin the 3D view, it's just really uncomfortable and it's driving me up the wall.

    So I think I'd like to get one of those 3DConnexion devices and give it a whirl. But before I crack out the credit card, does anybody know if it works in Blender in Linux? I know it works in Blender because the manual says so, but I'm not too sure about Linux - and if it does work, how well it works.

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Sleek Cyborg (sh.itjust.works)
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/blender

Older work I created for a blender course and not used for any project, but I still like it.

Cyborg Detail

Block model with another design Block Models

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/blender

Thought I'd share a draft of a ship I created. A friend asked me to make a couple different designs for his starfox inspired game. This one we've named Eclipse and it's my favorite so far. It's still very early but I am pretty happy with it for now!

action ship detail

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submitted 3 months ago by [email protected] to c/blender

I have been really crusty with blender for a long time. Tried many tutorials to get back into it (all of them failed, latest being donut 4.0). So im just doing it without a tutorial i suppose, well, attempting it.

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Blender

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A community for users of the awesome, open source, free, animation, modeling, procedural generating, sculpting, texturing, compositing, and rendering software; Blender.

Rules:

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