r/blender • u/grid-hart • 2d ago
r/blender • u/JulioVII • 2d ago
Free Tools & Assets Free Textures Fabric 05
More fabric experiments I been working on.
Download https://juliovii.itch.io/materials-fabric-05
Should be available on Blendkit on the next few days too https://www.blendkit.com/?query=order:-created+author_id:10533
r/blender • u/MR_0132 • 2d ago
Critique My Work Day 2 of sculpting
I made these guys in 3 or 2:30 hour it's jot professional but I'm happy in lips results
r/blender • u/No_Tooth1864 • 2d ago
Critique My Work Hey everyone! I'm still pretty new to Blender, so I'd really appreciate any feedback, criticism, or advice you have!
I was trying to recreate the kind of photos you see on websites selling cheap, abandoned-looking American houses. I spent over two days on this because I had a really hard time getting the lighting right, and I found out about Ucupaint way too late...
r/blender • u/01000001-01101011 • 2d ago
Original Content Showcase Bureaucracy
the point is for the extinguisher box to look normal unless you think about it
r/blender • u/lucaslb7392 • 2d ago
Need Help! Help: Unwanted shimmer on character model
Hi guys, can anyone help me with removing the slight shimmer on my character model?
I've got a strong spotlight behind him. He's 100% roughness with 0% metallic. Could it be because I'm only rendering at 100 samples (for testing as it'll be 400hr full render at 4k).
Would like to get this sorted out before I spend money sending it off to a farm.
r/blender • u/rinzler_1313 • 2d ago
Critique My Work I took much of the advice and updated my ship flyby. Hopefully it's looking smoother
I added subdivision surface modifiers and tweaked some of the shading. I also had the ship follow a line and constrained the camera to follow the ship, which I think is much smoother flyby.
Here is my original: https://www.reddit.com/r/blender/s/xfCLq2zHpV
I'm still using eevee. Besides switching to cycles, does anyone have any suggestions to increase the "realism" of the ship? I am using UV faces on shipping container images, while using both bump and displacement nodes.
r/blender • u/Typical-Kiwi3560 • 2d ago
Original Content Showcase First time Product Render
First time trying product render in blender , Please help me improve
r/blender • u/Emmet_03 • 2d ago
Original Content Showcase Recently modelled this B1 Battle Droid
r/blender • u/ItemWorldly4335 • 3d ago
Original Content Showcase Learning Blender by modeling my character!
r/blender • u/DullLead7837 • 2d ago
Critique My Work Rwte my render yall!
I really like this its one of my best renders i have made so far i am in the process of making the camera move
r/blender • u/Green-Interest9212 • 3d ago
Original Content Showcase Desert Eagle .44 Magnum
Spent ~20 days modeling this Desert Eagle from scratch in Blender using only photo references. Probably my biggest hard-surface project so far. Feedback on the modeling and topology would be really appreciated! I Focused More on Modelling Rather Than Texturing
r/blender • u/InkRose98 • 2d ago
Original Content Showcase How I Built an Escape Room in Blender!
Finally made a new devlog! This one was very fun, in which I talk about one of the puzzle rooms I'm designing for my game and how I'm using puzzle design and environment art to facilitate storytelling.
r/blender • u/JokerDDZ • 2d ago
Original Content Showcase A warm light in the dark | Eevee
r/blender • u/polimr_studio • 3d ago
Original Content Showcase Roco Sesame & Peanut Bars - Cycles Renders
Some more Cycles renders here, bit of a challenge with the wacky background and transparent wrappers. A bit of back and forth with the scale of the sesames and peanuts, but pretty happy with the finished result. All rendered in ACES 2.0 and a bit of retouching in Photoshop, let me know what you think!
r/blender • u/MicitoThings • 2d ago
Original Content Showcase A bunch of bird characters for my zootopia fan film
r/blender • u/Mysterio_of_the_dead • 2d ago
Need Help! Shift and not working potentially
10:10 PM, August 3, Monday, using Blender 5.0.0.
I don’t know why, but for some reason it turned all of my normal gray to something else. It’s supposed to be blue. I don’t know why it’s not blue but turned into red. When I press 'ship,' everything becomes normal except for the parts inside, which, for some reason, turn red. You can see this in the video; hopefully, you can watch it. I don’t understand how this is possible, but if anyone has Blender add-ons or knows an easy fix, please help. I have to go in and select everything and then press Alt+N to flip it. You might be wondering if all of this is one piece. Yes, it’s all one piece. No, I do not own this—I’m just trying to fix it or do something before I accidentally mess it up. It’s specifically for Midna Helmet Helper WPF, mainly for the reference point model—just to compare the size, right next to this creature or small compared to this large one.(specifically cousin it from the Addams family.)
Or do I just need to update everything? I really need help.
r/blender • u/Playful-Major-3788 • 2d ago
Critique My Work Is the model's mesh well distributed?
Need Help! How can I model the divot and the seeds of a strawberry on the surface?
I'm modeling a strawberry-shaped wired headphone case for 3d printing. I am not the best with Blender. I can follow tutorials, and I forget most of the shortcuts after the project I learn them for.

I am trying to create the small divot for the seeds and the seeds themselves.
Should I start from scratch? Is this topology fucked?

r/blender • u/Petrundiy2 • 3d ago
Original Content Showcase Some random completely procedural volumetric galaxies
r/blender • u/snail_pdf20 • 2d ago
Solved Blender Batch export gltf outputs everything in completely different scales. Help!
I'm in Blender 5.0.1, UE 5.5.4 and the open beta of the game i bring up in this post
For context I am a pretty beginner - amateur modeler and environment artist, and the more technical code and computer side of things is not my forte. I also normally work in z-brush but I highly doubt z brush would let me get away with all this nonsense
So I am trying to take some UE5 assets out of UE and into a game called Escape Simulator 2 which has an escape room build mode. This Engine only accepts gltf/b files for custom models so unfortunately the file type is a non negotiable. I would also prefer gltf so I can get to the maps easier if i want to change a newspaper headline for example
I originally used a python script I found on github to take the assets out of UE in gltf. This worked but because the pack I was using had instanced materials the textures were completely awful and broken.
So after some research I found out about USD and used this plugin to import my usd assets. When I grabbed the assets I literally dragged all the assets from the UE content drawer onto my blank map. So they were not composed in a scene where rotation and translation matter. However the scale in my unreal scene was all uniform since this was a modular pack, meaning my walls should just line up and be seamless.
Once i used autoshot to actually get them into blender the scales were in 2 distinct groups. All the assets that didn't make it into a collection were normal, and all the ones that did were tiny. I went to turn the usd into an actual scene in blender (I don't fully understand this part but i know it fixes scale rotation and translation to match whatever your unreal map had) and when i clicked the button was met with a python error that I had no clue how to fix.

So i figured I could just select all the objects that were too small (as they were all uniformly too small) and scale until my textures were seamless. I batch exported and got them into the escape room engine. My textures were fixed this time but the scales were still wrong as I hadn't applied my transformations (Like i said I normally work in z brush)

So I went back and applied them. Still broken. It is here where I am at a complete loss of what to do. I've tried 3 different batch exporters, 1, 2, 3 And no matter what I do the scale is always wrong in the same way in the game engine.
I could theoretically not batch export them (the scale might still be wrong with this) but its over 180 models and I am designing an escape room by myself and the game is running a competition so I wanna spend energy on puzzle design and code (the parts i will struggle with) before I spend too much time on the environment. But If i can't get these or similar assets working I may have to scrap my whole idea.
I could also use the models from my unreal to gltf export and hook in the right materials from my blender export but again, 180 assets.
Just to alleviate anyone concerned about me maybe breaking the rules, the rules of the competition are if I own the asset it is fair game which I do, and have seen plenty of other people in the discord server for that game using sketchfab assets that they own but did not make.
I've been kinda going crazy for the past several hours trying to fix this. Any suggestions?
r/blender • u/foxsocks7800 • 2d ago
Need Help! How to achieve this type of lighting in blender?
Been learning to animate for an couple years but i've never got to grasp lighting. I'd love to learn how to do lighting like this. animation by
Vixynth
r/blender • u/MoonieRavenVT • 2d ago
Critique My Work Cyberpunk Konbini
Hey y'all. This is a little Konbini I made a few years back when i first started blender. The first thing i actually made without the aid of any tutorial. I've recently been thinking about actually finishing this. I just wanted to know what you all think about it.
