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 2 years ago
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submitted 2 years 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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submitted 2 years ago by rupsis to c/blender
 
 

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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submitted 2 years ago by BroBot9000 to c/blender
 
 

Working on blocking out my first large portfolio scene in blender! 
I had this idea to do a series of images of various vegetables cannibalising themselves. Sort of a social commentary on things nowadays. 
 In this one potatoes are gorging themselves on French fries, only to be dragged off once large enough to themselves become fries! #deep 😂 
 What do you think of it? 
Will probably work on the potatoes or the deep fryer next.

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Hello community. I am new with blender, and this is my first post here. I have the following task to master:

I have a CSV-File with 1000 Names. I would like to spread those Names somehow randomly in space. It would be nice for them to be 3D, and not just be flat.

As a bonus, I would like those names to be connected by lines.

I would then animate a Camera flying through that space.

Is that achievable, and how? I'd appreciate any help. Thanks a lot.

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Model can be downloaded for free at BlenderKit

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Afternoon snack (imgur.com)
submitted 2 years ago by rupsis to c/blender
 
 

Results from the Blender Donut tutorial

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submitted 2 years ago by Sans_outside to c/blender
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Hello! I am new to blender and for a unity project try to make a simple player character. I made him some rudimentary clothes yesterday and then tried to attach a cloth modifier to them - However, when I bake it the outfit kind of 'blows up' and I dont know why it changes its shape like that (I added a picture).

Also, when I animate the character, now the outfit no longer moves with him, but it does when I remove the cloth modifier... Is the armature modifier not valid anymore? I kind of assumed the physics properties of the cloth would let the cloth move with the body (which has a collider modifier)

I hope you don't mind me asking big noob questions here... Have a nice day!

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Hello I was wondering if someone could give me some advice on how to do a thing in blender

I created a human head model in FaceBuilder add on and I have a separate premade human body model. I positioned, scaled and joined them together, but there are some small gaps between the two models

What’s the best way to fix this? Any tools or tips to get me moving in the right direction would be amazing

I’ve been researching the docs, YouTube, chatgpt but getting confused at all the different ways to do things and the different versions of the program.

I’m using blender 3.5

Thanks!!!!

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This took a minute (lemmy.world)
submitted 2 years ago by esoeric to c/blender
 
 

Blender and Substance Painter. Just a practice run. Gotta go back and do some more work on the models and give texturing another go.

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I made this (lemmy.world)
submitted 2 years ago by Sebasdotworld to c/blender
 
 

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Made completely in Blender

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My first proper render that I'm proud of :)

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

Character by my friend, Cinderflame/Zerodraggy!

Reference used:

More info on the original Art Fight page!

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submitted 2 years ago* (last edited 2 years ago) by AdrianTheFrog to c/blender
 
 

It uses baked ambient occlusion and has 20,070 triangles, 10,576 vertices, 8,752 faces, and is 45mb in total, including textures. It uses 2 4k sprite sheets for the eye to run in Unity without using the Video Player component.

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

Rigid body sim done in Blender on a Ryzen 3400G + RTX 3060 in about 87 hours.

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