r/blender • u/TraditionalTwo4887 • 18h ago
Original Content Showcase Making some PS2 Characters
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r/blender • u/TraditionalTwo4887 • 18h ago
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r/blender • u/Semi_neural • 2h ago
r/blender • u/CsodalatosCsincsilla • 16m ago
Hi, I’ve been a programmer (both as a hobby and professionally) for close to 30 years and was also a contributor to Blender itself. It’s disheartening to see that this community which is rightfully critical of “visual” gen AI when it destroys their job or hobby (and outright bans AI pictures). Cheers and upvotes AI-generated code/scripts/plugins, etc. It’s absurdly hypocritical to read a post complaining about “Feels like AI is everywhere now and real artworks get buried,” and then, 3 posts later, see a vibecoded plugin with 1,000+ upvotes. Sorry, but this just feels sad.
r/blender • u/CramuelSamuel • 16h ago
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What exactly is the level of mastery required to do something like this? If I already have a character model could I do something like this with them? I’m attempting to get into 3.D art because I think it’ll be easier to animate and so far have able to make a character using heavy reference from a BJD doll I was able to acquire, regardless if the clothes are assets or handmade all you have to do to add physics is just add extra key points or rigging or something right?
Please help me find out how difficult this really is if you’re a beginner especially if my character is a lot more plain than the one shown in the video.
r/blender • u/Karnoldas • 6h ago
97% done in blender, the rest is grading and tiny overpaint corrections. Hope you like it!
r/blender • u/temabond • 2h ago
A cartoon car ZAZ 968A, for a personal animation project that will be shown soon. Here's a fun animation: https://www.artstation.com/artwork/dLLww1
r/blender • u/Yunittxdd • 14h ago
Im confused
r/blender • u/mantex17 • 5h ago
Hi everybody, this is my attempt to use some of the spiderverse techniques, rendered in Eevee and post processing in Photoshop
If you like my work I would appreciate a like on Instagram also 😊😊 https://www.instagram.com/p/DfB5fsTxJc4/?obrf=YTBmMTAwY25odHpr
r/blender • u/arcadenada • 20h ago
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Inspired by a comfy plugin I used Codex to port it for Blender. Hold Z, draw a line and put your noodles in a zip tie. Works in geo nodes and shader nodes.
Try it here: Github Page
r/blender • u/zelfit • 17h ago
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Modeled and rendered in 5.2.
r/blender • u/pvilly_artist • 7h ago
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Spent 3 months on this one, modelled and rigged on blender and textured on Adobe substance painter. Its available on Gumroad and Cgtrader
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My non-destructive in-house editor is now available on Superhive > https://superhivemarket.com/products/home?num=4&src=new
r/blender • u/lowtrippy • 1d ago
r/blender • u/XmasLad • 7h ago
Helping my little brother make his Roblox horror game and after scouring for a good model for the rake with no satisfying results I just said screw it and decided to experiment with blender for the first time ever. I figured if Kane parsons could start an entire movie franchise doing blender stuff then I figured I could probably make a scary monster in a Roblox game. Well apparently I didn’t realize just how complicated this stuff really is but honestly kinda fell in love with it as the journey went along. Watched a couple YouTube tutorials and looked some stuff up and am pretty satisfied with the result. I am open to all criticism so if there’s anything I could improve on then please let me know as this is why I wanted to post this here. (I’ve attached a reference picture along with the model. Also too lazy to get out of bed and take another pic but the photo from the back has shorter legs because I made them longer after I took the back picture and only took another front picture)
r/blender • u/bUildYT • 17h ago
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r/blender • u/_tomo__ • 21h ago
Been working on a procedural shader that tries to look like an old woodcut/engraving print. It’s all in Eevee, with paper texture and grain added in post.
Still a WIP, so I’d love to hear what you think!
r/blender • u/Hot_Profession_4274 • 7h ago
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BGM:固执 - 张瀚月Gina / DAY N HALF
I was very fortunate this time to be commissioned by the original creators of the song "固执" to make a video specially for them. It is a Chinese pop song with excellent lyrics and music and a moving melody. In creating the video, I combined my strengths in retro and pixel art styles, hoping to express a stubborn personality and a longing for freedom through the visuals.
In the video production, I did not add too many 3D elements this time and retained only the realistic-style railing and guitar case. The buildings in the scene are building elements extracted from my previous works, redrawn as 2D pixel art, and imported into Blender for lighting to create a delicate sense of light. The background elements were blurred but still show pixel details, simulating the depth of field of a camera lens. The meteor shower in the background was generated using a particle system.
r/blender • u/Basil-Bytes • 3h ago
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About our game:
Mountkin is a climbing roguelike where you ascend an ever-changing mountain, manage your stamina, restore the mountain's nature and upgrade your character on your journey to reach the top!
If the game sounds like something for you, make sure to give us a wishlist on Steam :)
r/blender • u/Frozishe • 2h ago
Hey everyone!
I've just finished a new showcase of my work on Into The Radius 2 - Ghost Town!
All the assets were originally created for VR, but I wanted to show what they could look like without VR limitations. So I built a new scene in UE5 using Lumen lighting, native-resolution textures, and Nanite for the landscape only.
One of the biggest challenges was designing a flexible modular system for Soviet-era apartment buildings with explorable interiors. Since gameplay requirements were constantly evolving, I designed the system so game designers could easily configure accessible apartments and individual rooms, as well as choose different levels of decay.
A bit about the workflow:
Modeling: Blender.
Texturing: Mostly Substance Painter, with some Substance Designer. I often used existing normal maps as a starting point, then developed my own base color, roughness, and additional surface details on top.
Materials: Layered materials for architecture. For props, I mostly used either simple shaders without layers or shaders supporting RGB color painting rather than RGB material masks.
Engine: Unreal Engine 5. The original assets are game-ready and optimized for VR, while this showcase uses Lumen and native-resolution textures.
The project turned out to be pretty extensive, and I didn't want to cram everything into a single post. I'm currently working on a much more detailed technical breakdown, but for now you can check out the renders and a smaller breakdown on ArtStation:
https://www.artstation.com/artwork/kwwPxd
Hope you enjoy it! Happy to answer any questions about the modular systems, materials, VR optimization, or anything else!
r/blender • u/SunDance967 • 20h ago
r/blender • u/codesign123 • 5h ago
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5.2 update to the Ptolemaica setup
r/blender • u/malibu_castle • 1d ago
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A silly cartoon and song I made, rendered in cycles. Used some models from Blenderkit and Sketchfab and the new fun cloth sim in 5.2. The liquid sims are LiquiGen. I tried an ACES workflow for the first time and I still don't understand anything.
You can watch in 4k on my youtube where I have more animations
https://youtu.be/yebcF797y-M
r/blender • u/arksupernoob • 16h ago
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Took 34 hours straight to render 11 seconds since my render settings are a bit off. This shooting animation is based off of Forgotten Weapon's "Slow Motion: C96 "Broomhandle" Mauser" video on youtube which is shot at 2000 fps. I'm not an animator but criticism is welcomed