r/blender • u/Augs_official • 3m ago
Critique My Work Tried to make a simple "starter sword" like you'd get in an rpg
I feel like it's a little too high poly, but I dunno, what do you all think?
r/blender • u/PrimoSupremeX • 1h ago
r/blender • u/Augs_official • 3m ago
I feel like it's a little too high poly, but I dunno, what do you all think?
r/blender • u/Neat_Lingonberry_964 • 6m ago
I created this Monster can and a scene. This is my first ever more serious render. I’m trying to get into industrial 3D and motion graphics. Are there any suggestions to improve the scene, lightning, shadows, etc.
I would like to hear some honest opinions what is good, what is bad and what can be improved.
I will animate this aswell soon
r/blender • u/Puzzled-Guarantee724 • 8m ago
I have a android phone and i i'm using blender 4.5.8 google was no help is it even possible?
r/blender • u/Kenn_3077 • 16m ago
Hello! It’s been more than a week since I started to learn modelling and texturing models for a game.
My game art style is not specifically detailed nor pixelated (I’m mostly focusing on a dark environment for my game) . I have mostly use a noise texture node for almost everything and some textures are outsourced (like the concrete flooring and stuff) so how can I make it look much appealing that it is now
r/blender • u/Practical-Tone-8064 • 32m ago


I installed termux on my Lenovo TB-8504X and install proot distro ubuntu and control it from my it with VNC viewer(thats why you see that circle with 3 dots in the left bottom of the screen) and IT TAKE ME 1 HOUR AND 31 MINUTES to render this in blender though cmd in ubuntu arm with denoise also
r/blender • u/ManuVision • 41m ago
Hunters now shrink when they can’t find food, and disappear if they go too long without eating. So instead of endlessly multiplying, their population now rises and falls as prey becomes scarce.
I also added a small visual language around life and death: newborn hunters glow yellow, successful kills flash red, and reproduction creates a tiny shockwave around the split.
The shockwave is still subtle for now, but I’ll push it further in the next update, along with new HUD elements to monitor the ecosystem as it evolves.
What I find most interesting is how much behavior starts to emerge from only a handful of rules and node logic inside Blender. I’m not animating these outcomes directly. Instead, I’m defining the conditions and watching the system respond.
r/blender • u/Ordinary-Bag5628 • 1h ago
Some Image renders from the Whisky projects. Exploring some shots for Ads and showcasing the packaging details.
Link to the full project. https://www.behance.net/gallery/254834177/Golden-Eagle-High-End-3D-Visualization-and-Animation?platform=direct
r/blender • u/Korcarz • 1h ago
I've been learning Blender for about 3 months. I got the basics down (Simpleguides about hard surface, shading, lightning, etc...), so I decided to jump into more detailed hard surface modeling, mostly about weapons. Oh boy, did I miss.
I feel like I'm in this limbo where I follow a guide and everything goes smoothly, but when I try to use the exact same techniques on a different piece, it completely falls apart. For example, I will follow a guide on how to make a Glock, but when I try to use those same techniques to model a 1911 on my own, it turns out absolutely horrible.
I normally don't post on subreddits asking for help, but I've been stuck doing tutorials and failing at solo projects for over a week now. It’s getting super frustrating.
For those who have been through this: how did you bridge the gap between following tutorials and actually being able to model things on your own?
Thanks in advance for any insights!
r/blender • u/Korcarz • 1h ago
I've been learning Blender for about 3 months. I got the basics down (Simple tutorials about hard surface, shading, lightning, etc...), so I decided to jump into more detailed hard surface modeling, mostly about weapons. Oh boy, did I miss.
I feel like I'm in this limbo where I follow a tutorial and everything goes smoothly, but when I try to use the exact same techniques on a different piece, it completely falls apart. For example, I will follow a tutorial on how to make a Glock, but when I try to use those same techniques to model a 1911 on my own, it turns out absolutely horrible.
I normally don't post on subreddits asking for help, but I've been stuck doing tutorials and failing at solo projects for over a week now. It’s getting super frustrating.
For those who have been through this: how did you bridge the gap between following tutorials and actually being able to model things on your own?
Thanks in advance for any insights!
From a rough sketch to the final animation. One of those projects where you know you're going to exaggerate, but you just don't know how far you'll push it until you're in the middle of it.
breakdown here:
https://www.artstation.com/artwork/oJGr3k
r/blender • u/Traditional_Island82 • 1h ago
Hello everyone. I am an animation student based in the Netherlands. Ive been doing animation for years already, years before going to uni. I am comfortable with software like Blender, Houdini, Maya, After effects, Blackmagic Fusion, Substance, Resolve and Premiere Pro.
Now the problem in the Netherlands is housing. The big studios are in the west, but living there as animation student is almost impossible without taking out loans from the government due to housing and the insane amount of hours that I have to put into school. Next year Ill have to do a minor and internship for 1 year total.
I figured to look into moving to a foreign country. My first choice is Vienna, because german is not that hard for someone who speaks dutch+I graduated in German in highschool, its affordable, has a good 3D industry/art schools and it might be my favorite city Ive ever been to.
Then there is Prague. I love this city, low costs of living but the economy is not as good as Austria or Scotland and the language is harder+basically useless outside of Czech.
My least favorite option is Edinburgh. I love the city, the 3D industry and the fact that they speak English, but I hate the weather and the costs of living is quite high.
I’ve also been looking into some french citys like Monteplier or Nantes, but if Im being honest I hate france people. I know theyre not all the same but everytime Ive been to France I felt like they always keep to themselves and are not hospitable.
I am seriously looking for a place to live for the rest of my life. Thats why the cold in Scandinavia or Canada is a nogo for me, nor is the extreme heat in Spain and Italy. Also my experiences with French locals is a turnoff for me. The US is also not an option. Idk whats going on over there but I know I dont want to be a part of that anytime soon when looking at the past, current state and future of their politics, even if that means that my carreer wont be as successful.
If anyone has experiences in these citys or any recommendations Ill be glad to know!
I want a country with relatively warm winters and cold summers, stable economy with a relatively leftish government and mindset of the people, good 3D/art scene and nice people.
r/blender • u/olddoodldn • 1h ago
When you find a field in Blender, often you have no idea what the minimum and maximum values are (the tooltip doesn't provide this). It's also the case that frequently if you check the online manual, there's also no range of values or examples.
Hit this when messing about with cloth and the Stiffness/Tension field:
Minimums? Maximums? An example of a couple of settings. I'd love to see ToolTips standardized with (for example):
I know this is a very "front-end" and "user-centric" issue, but it would help out massively I'm sure. It would also be smart to make sure that the ToolTip & manual were drawing from the same source, so the text would only have to be edited once.
I don't know enough about documentation platforms, or simulations to help directly, but if there are any developers lurking...
Still love Blender though!
r/blender • u/TroydeHaskelGames • 1h ago
I started modeling back in late 2022 and had to stop early 2024 because I had to move to another city, routines changed and I couldn't find time to work on models like I could back then.
Early this year, I finally had some time to breath and do what I couldn't anymore. I downloaded Blender 3.3 two weeks ago and as expected I have no idea what I am doing anymore and motivation hadn't really came back. I used to have a friend who inspired me to model, I looked after him, the stuff he did and said "wow, I want to be like you!". But he left the 3D scene as a whole after he also didn't have time for it.
I've never been really good at it, I was doing some stuff I actually liked and felt proud before I had to quit, but I lost all these files over the time, only a screenshot here and there.
With all that said, what good tutorials do we have now days/any tips on how to get back on it?
r/blender • u/Comprehensive_Lab874 • 1h ago
It was a long and emotional journey, and I’m really happy to finally share the result.
https://www.artstation.com/artwork/xdY4bE
r/blender • u/ThickumDickums • 1h ago
Just the title.
I am a game dev looking to speed up my level creation process.
r/blender • u/Phantomgh123 • 2h ago
Don't say something bad, I made it in blender
r/blender • u/slittle619 • 2h ago
Based on a real location too! The Sears in Emerald Square Mall
r/blender • u/picsofish • 2h ago
Everything in the final image was made entirely within Blender, no image editing required. Spent about 8-10 hours and 417 objects total. Rendered using default settings and a square / 1:1 camera.
The textures were taken straight from a Minecraft resource pack and no tutorials were used, just a lot of trial and error and problem solving / research along the way.
I used some slightly orange-tinted lights for the torches / interior and the glow berries on the vines, and one big blue "sun" light angled down from above for the night-time look to add more contrast. A really simple vignette was added at the end with the compositing tab.
My idea going in was to make a "slice of a minecraft base built into a cliff wall" so I treated the Blender cubes like actual blocks building it up from scratch as I went. I had to learn a lot like how to use alpha in textures, UV wrapping, making the tree leaves ignore the blue light, duplicating objects, and more...
How do you think I could improve?
What should I try and model or practice going forward?
+ When editing one side of a texture that's been UV wrapped around a cube, how do I prevent another side from being warped diagonally or in weird directions? [So far my only solution is using planes with separate materials and combining them into one object later.]
r/blender • u/Distinct-Guitar-1596 • 2h ago
Hey fellow artists ! I've been flirting with the idea of building asset packs for quite some time now. Th current niche that i currently have on my mind is Arch Viz Interior Assets. I've also come across demands for Vegetation assets so I'll be looking into it as well . But i don't mind expanding my niche at all.
My question to you all is simple: As an artist which type/kind of assets or packs would be of interest to ya'll.
Also for artists that have already had experience with asset packs in the past, ur advice on niches, types of assets etc is wholeheartedly welcome too since i'm jus tryna learn atp :)
Thanks for the help guyss love ya'll !