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:

  1. Be nice
  2. Constructive Criticism only
  3. If a render is photo realistic, please provide a wireframe or clay render

founded 1 year ago
MODERATORS
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Enjoy this showcase of amazing work done by the Blender Community.

See everything new in Blender 4.0 LTS https://www.blender.org/download/releases/4-0/

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

This is my first piece thst uses grease pencil without a tutorial. Im realky happy with the color scheme and overall look.

Looking to get feedback to see if there is anything I could be doing better!

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Lowpoly Momiji Saffron (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 
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[OC] A small animation I made. What do you think?

@blender #blender #art #blender3d #b3d #animation

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Hello Blender Wizards!

I am seeking your help in trying to solve a GIS problem using Blender. Any help, pointers or general discussion related to this will be highly appreciated.

I am a Blender n00b but I am aware that Blender has a GIS plugin that helps in creating cityscapes by capturing terrain, buildings etc. from GIS maps. Suppose a city with 3D buildings, parks, lakes has been created. Now, I need to find all dwelling units from which a particular park/lake is visible.

GIS has something called a viewshed analysis which can be used to find area which will be visible from any given point. But that is the limitation, it just gives the view from a point, not a whole area.

My idea is to create stack dwelling units (apartments in high rises) as white objects having unique Object IDs in Blender and parks/lakes as colored light sources. Upon rendering, it is easy to see what dwelling units are lit up in which color. That is all good for visual analysis.

My question is, is there any way in Blender to get Object IDs of Objects that have non-white colors on their face? Or do I have to take the help of a Gaming Engine for this?

Looking forward to the responses. Cheers!

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The conglomeration of artists and hobbyists on the discord of the fan community of manga artist Nihei remade the first chapter of his manga "Blame!", each member redrawing a different page of the chapter. This one was mine!

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lowpoly lonlonranch (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 
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my first blender render that i'm actual proud of. a little bit.... not really.

using this free pixel art add-on btw : https://lucasroedel.gumroad.com/l/pixel_art

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alright, my first problem, everything is grey/invisible in renderview (i have a camera and a light and it renders properly too when actually pressing the button)

second problem, little orange dot, it stays on the same spot on the viewport and yes, it is not an origin point since it mvoes with the viewport

any help with these is highly appreciated

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Abandoned mine (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 
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Baratie (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 

I wanted to do a lot more with this one but i was really starting to loose it. (i wanted to recreate sanjis goodbye as well)

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Six weeks ago I started to learn Blender and have spent every spare minute with it ever since, including my summer vacation. After working through the manual and watching several tutorials online, I followed the Donut Tutorial and the Søborg Chair Tutorial, both are aimed to beginners, by Blender Guru on Youtube which really helped to understand the logic of the program.

Here is the result: I modelled and animated my MacBook Pro. The modelling process took approximately 3 weeks (after work and on the weekends), with many setbacks and two crashes during the animation process. The laptop screen film clip, which is a screen capture made with Qucktime Player, inside the main animation must have been too much at this point and resulted in a crash twice. The setup of the animation took me the whole weekend - rendering the 693 frames in total took approximately 18 hours.

To get the proportions of each part right, I made vector drawings from illustrations and photos of the macbook. I might add that I made these vector drawings using Affinity Designer at an earlier occasion which was unrelated to this modelling project.

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No matter how often i check blenderdocs, never ocne, and i do mean never once did it help me, their shown pictures for help are so terribly outdated it doesnt even look remotely like current blender anymore.

And when im lucky enough to find something i actually need, the advice is just plainwrong (most recently the knife tool and cut-through, literally wrong information)

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Just a chair from Blender Gurus tutorial

added some „moody” lighting to hide all the ugliness

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beachside (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 
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vintage (sh.itjust.works)
submitted 1 year ago by [email protected] to c/blender
 
 
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Call of the Siren (cdn.artstation.com)
submitted 1 year ago by rupsis to c/blender
 
 

Playing around with some NPR renderings.

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submitted 1 year ago* (last edited 1 year ago) by BobbyBandwidth to c/blender
 
 

I’m looking for recommendations on parts/builds to use in a budget blender rig. I’ll be using it to make models/rigging for three.js web apps.

I know this is probably something that has been covered in a million places online, but after spending the weekend waiting 30 seconds for every click in blender I’m ready for a little chit chat and hope the community will oblige and share some tips on building a cheap but solid rig.

Fine with sourcing used parts on Craigslist/online etc. I just want the best rig I can buy for the cheapest amount.

Would be using Linux fo sho!

Edit: I live in the US. Don’t have a hard budget in mind, just trying to be crafty.

Edit 2: I’m basically looking for the “used Honda civic” version of a blender rig. Started freelancing this year and haven’t made the big bucks yet, but hit the point where I need something to get work done

Thanks!

<3

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submitted 1 year ago by rupsis to c/blender
 
 

File can be downloaded at: https://rupsis.gumroad.com/l/emrybg

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Hey! I have a human model that I have put together for a Three.js web app. The model will be a GLTF/GLB file and will ultimately be compressed with Draco.

I’m at the point where I am creating the skin material and wanted to come and ask the pros for some tips!

I’m looking for some pointers on the best way to create skin material (for a black person if that matters) that would be good for performance and file size?

I’ve been researching on my own, have set up some skin shaders, and considered using a texture map, but need help figuring out what the best overall move would be for my specific use case.

Thank you!!

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All the details are polygons, no booleans used. Practicing working with more complex meshes.

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I've tried looking this up for myself, but I'm not quite sure what words I should be using to describe the problem. Basically I want to have one bone be fixed in place, while the rest in the chain respond to inverse kinematics. How would I go about approaching that? Thanks!

EDIT: I found the answer on the docs. Here it is for anyone who finds this later (Blender v 3.6.1)

Locking Bones

You can prevent a bone from being transformed in Edit Mode in several ways:

  • All bones can be locked clicking on the Lock checkbox of their Transform panel in the Bones tab
  • Press Shift-W Toggle Bone Options ‣ Locked
  • Select Armature ‣ Bone Settings ‣ Toggle a Setting.

If the root of a locked bone is connected to the tip of an unlocked bone, it will not be locked, i.e. you will be able to move it to your liking. This means that in a chain of connected bones, when you lock one bone, you only really lock its tip. With unconnected bones, the locking is effective on both joints of the bone.

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Hey, just a programmer and quite the noob at Blender with a question, having just done some simple models previously and never really tried to put my best effort or time into any of the models.

I am wondering for a game mesh what should be done in a case for example as the example image after a bevel when there is those new n amount of vertices on the face?

One could just in an ugly manner just connect all those vertices to some of the other corners of the face to create a bunch of triangles right? IF would be certain the face would be flat, just like a cylinder cap?

But in a more clean way how would/should you make the toplogy on that face back to quads?

I have watched a few youtube toplogy videos but still clueless about this lol

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