Blender Nation
Blender Nation
Daily news art and tutorial about Blender, the open source 3D content creation suite.
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  • Make Soft Cushion Foam with Blender & Octane Render
    www.blendernation.com
    Make Soft Cushion Foam with Blender & Octane Render By FinalResult3d on March 2, 2025 Videotutorials dparish2 writes:I could never find a good tutorial for soft foam. I would always see ocean foam, beer foam, or Styrofoam. I found what I think is a quick and easy way to make a nice soft dense foam material. I hope it can help you.
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  • 2D Animated Explosion FX in Blender
    www.blendernation.com
    Martin Klekner talks about how he created 2D animated effects using Grease Pencil.Source
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  • OpenScatter - Free and Open-Source Scattering
    www.blendernation.com
    OpenScatter - Free and Open-Source Scattering By may3d on March 1, 2025 Add-ons Create advanced scattering systems in Blender with OpenScatter, a completely free and open-source addon.Creating advanced scattering systems in Blender typically requires spending countless hours building a custom geometry nodes setup. Most environment artists dont have time for that.OpenScatter features an intuitive UI panel that allows you to quickly set up scatter systems. You can create and tweak multiple scatter systems with ease. Everything is organized into well-defined categories and sub-panels for easy access, and each setting comes with detailed descriptions, making it easy for new users to get started right away.While OpenScatter helps you work quickly, it doesnt limit your creative potential. It also includes powerful advanced tools for users who want more control. Here are some key features of OpenScatter:Abiotic Components: Slope Mask Elevation Mask Angle Mask Proximity: Use objects or curves to control the scattering of your instances. Ecosystem: Allows different scatter systems to interact with each other, enabling the creation of realistic and varied biomes where plants and objects work together seamlessly. Texture Masks: Use procedural or custom textures to control the distribution of instances. Dynamics: OpenScatter can simulate wind and collision dynamics for more natural interactions between objects. Optimization: Includes several optimization features, such as camera culling, ensuring that objects outside the cameras view arent processed. OpenScatter can also automatically generate optimized meshes for your instances, helping to save memory in the viewport. These are just some of the features included in OpenScatter. For more information you can check out the github repository here.If you have any questions, head over to the github repository where you can report issues and start discussions about OpenScatter!
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  • Meet Toasty - 3D Animation + Walkthrough
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    Meet Toasty - 3D Animation + Walkthrough By Bart on March 1, 2025 3D News Reggie Perry re-created an illustration in Blender and turned it into an animation. In this video he shares the creation process.I recently connected with illustrator and toy designer Hippy Potter and he has this really cool plush toy. He posted a video of it in 2D form and I wanted to try my hand at recreating it in 3Dthis is the result.In this video, I'll take you through the exciting process of recreating Toasty in 3D using Blender and After Effects.
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  • Seattle Blender User Group this Saturday
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    Seattle Blender User Group this Saturday By ogbog on March 1, 2025 Usermeetings Seattle Blender User Group's in-person meeting is this Saturday! When: Saturday, March 1st, 10 AM to 1 PM Where: Academy of Interactive Entertainment, 305 Harrison St #405 Seattle, WA What: Gory monsters! Hand painted texturing! 3D for concept art! Modifier stacks! After years of deep diving on Geometry Nodes, the goal for this Seabug is to not show ANY geonodes projects. Let's get back to the classics: pushing polygons, slappin' down textures, inserting keyframes, makin' your anime OCs, the good ol' days! Of course, if YOU'VE got one of those arcane and obtuse forays into geometry nodes, python, etc, then feel free to blast off and show us your cool new project. See you Saturday!
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  • Behind the Scenes: Myrraissaahuakoia
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    Behind the Scenes: Myrraissaahuakoia By Alina Khan on February 28, 2025 Behind the Scenes Discover the creative journey behind Myrrai, a unique character blending mythology, nature, and personal inspiration, as Clark brings her to life through a mix of hand-painted and semi-realistic art styles.INTRODUCTIONHi, my name is Marcus Clark, and I am a 3D artist and filmmaker from Baltimore, Maryland. My introduction to Blender came from taking up LEGO stop-motion animation as a hobby when I was a kid and being inspired by other LEGO animators using Blender and other programs to enhance their short films with CG elements. From there, I was introduced to the official Blender Open Movies and YouTubers like Dillongoo, who further inspired me to take the next step into 3D.After years of developing my 3D skills during my free time, I eventually landed a job working on a video game and a film. My goal is to be able to share my own stories and characters and hopefully inspire others to pursue their own passions.INSPIRATIONMyrraissaahuakoia, or Myrrai, is a major character from my fantasy worldbuilding project that I hope to develop into something larger in the future. She is, of course, loosely inspired by dryads from Greek mythology and popular fantasy depictions of plant people, but with my own little twists to fit the lore and character Ive developed.For her design, I drew inspiration from many sources, such as the Sylvari from Guild Wars 2, along with some art by Giselle Almeida and clothing elements from different real-world cultures. For example, the overlapping beads she wears were inspired by those worn by the Krobo people of Ghana. I am also a fan of the Horizon video game series and drew some inspiration from the outfits in those games. Besides these, I also drew from my real-life experiences, such as during a trip to Hawaii, where I photographed the strange Heliconia rostrata plants (lobster-claw plants). Pretty soon after, I began thinking of ways to incorporate these into Myrrais design. In terms of art style, I pulled from many different places. I was most inspired by the League of Legends cinematics and Arcane, which have a hand-painted style. However, I wanted to incorporate these painterly textures with semi-realistic PBR materials. Two other inspirations for me were Dishonored and the Airborn showcase by Airborn Studios, both of which have a painterly PBR look that Im very fond of.PROCESSModeling and Sculpting:I began Myrrai with a human base mesh that Id created previously, since my goal was to avoid spending too much time on retopology or having to make new characters entirely from scratch for my larger project, especially since I knew this character was meant to have a very human-like appearance. Using this base mesh, I went back and forth between Blender and ZBrush to do rough concepts of how she could look. I played around with her body shape and proportions for a tall and athletic look, while also trying to emphasize a slightly more non-human body shape and face. As far as sculpting her body and face, it wasnt anything too special. I carved grooves along her skin, taking some inspiration from real muscles but making whatever changes I thought would add a nice flow to the lines and give her an organic, plant-like feeling. I tried not to go too realistic, holding back on some details and using the pinch brush to sharpen some of the edges.I then used Blender curves and placeholder meshes to block out what the leaves on her head would look like. During this process, I did test renders constantly with vertex colors painted onto the meshes to further imagine how she might look when finished. At first, the heliconias were going to be very short, but I thought this wasnt making use of how unique the real plants are. So, I experimented later on with different variations until I decided to have them fully grown on one side, both in the front and back.As stated, Myrrais leaves were originally made with curves in Blender using an edited curve circle as the bevel object. To taper the points, I did so manually using Alt-S on both ends of the curve. From here, there was no real shortcut. I went on to place each leaf individually, mirror to the other side, and then tweak the shapes for some variation.When sculpting the leaves in ZBrush, I used these curves as base meshes and as a reference for where the leaves would be in the final model. I sculpted directly onto some of the curve leaves and then copy-pasted them. I then used the bend curve deformer option in ZBrush to reshape the leaves to match the original shapes I created in Blender. This was one of the most challenging and tedious parts of the process since at the time I wasnt sure of how to make high resolution 3D leaves like this in an efficient way without them looking copy-pasted.For the heliconias and beads, the process was similar. I started with Blender curves and just used the array modifier to duplicate the meshes for the beads and heliconia parts. I used the same Alt-S scale function to have the heliconias taper toward the tip, and then capped them off with a separate mesh. For the beads, I started with a simple tubular shape and then tweaked them so that they would overlap in a convincing way like Krobo beads before adding in the individual arrayed bead meshes. Later on, I sculpted a few of these beads and used those as the high poly for each one with variations so that I didnt have to sculpt every single bead. This process took a while to wrap my head around, but Im very satisfied with the result.The rest of Myrrais clothing was also blocked out in Blender using 2D planes with subdivision and the solidify modifier to wrap them around the body before eventually bringing these pieces into ZBrush for sculpting.After finishing some retopology, I brought the high-poly and low-poly meshes back into Blender and used the shrinkwrap modifier (and some manual re-sculpting) to add some high detail back to the low-poly meshes using the Multires modifier. This was done so that I could have low-poly meshes to pose and animate, while being able to increase subdivision upon rendering so that the meshes retain the depth of the high poly that wouldnt be possible with normal maps alone. Another method would be to use displacement textures, which at the time wasnt possible in Eevee.Texturing:Since this character is meant for animation, I unwrapped her using UDIMs so that the painterly textures would still look good up close. I then brought her into Substance Painter for texturing. An important part of the process for making any animation-ready character is to bake the textures using a version of the model where the eyelids are half shut and the mouth is slightly open. This is important for sculpting as well, but while texturing it allowed me to clean up the eyelids for when her eyes are closed. Since Id already done some vertex painting in ZBrush, I baked this onto the low poly and added the rest of my texture details on top.Original vertex colors/polypaint I painted in ZBrush and baked in Substance Painter to use as a base for the color map.The curvature map that Substance bakes from the high poly was super helpful for the style, as it allowed me to use a mix of procedural and hand-painted techniques, such as filling in crevices and edges along the body using curvature generators without having to do it all by hand. I also used the blur slope filter on these to break up the uniformity, which added to the painterly look. After this, I created a new fill layer and painted brush strokes into its layer mask along the whole model. For the major brush strokes, I used my original base color texture as the fill for this layer so that the brush strokes would have the correct colors along each part of the model. Then I tweaked the layers levels to increase the brightness and contrast and make the strokes stand out, with a sharpness filter added onto the mask to make the edges of the brush strokes sharper. Finally, I decreased the opacity by about half to make the strokes blend better. Hand painted brush strokes mask.Similarly, I painted black comic style pencil lines along some of the creases, primarily on her face. These were very quick and dirty, as I felt the imperfections added more character. Pencil lines mask.Later on I exported these as a separate black and white texture to control their intensity in the skin shader.The process for the rest was mostly the same: using the curvature generator and blur slope filter as a base and following this up with manually painted brush strokes. The process on the clothing was very similar, though I did a bit more manual painting to define the wrinkles more and to add scratches to the leather parts. For the leaves, I painted brush stroke masks in Krita and blended them in Substance Painter, with the bulk of my hand painting being mostly in defining the curvature generators.When building the shaders, I mostly used the Principled BSDF shader node. To give it a bit more of a cartoon look, I connected the base color/diffuse texture directly into a Mix Shader node with the blending controlled by a Fresnel Layer Weight node. I also will sometimes use the diffuse texture as a specular map plugged into the specular IOR level of the Principled BSDF, and then crank the black and white values close together using a Color Ramp. Ive found that this emphasizes the brush strokes more on shiny surfaces and highlights. However, this isnt super noticeable unless viewed from certain angles.Rigging:I primarily used Rigify for this character, simply moving the armature bones into place and generating the rig. From there, I created separate bone layers for everything else that needed to be rigged. This was one of the most difficult parts, since different parts of the model relied on different rigging techniques. I intended to make a rig that would be usable for animation, but soon realized that this was something that would need a lot of tweaking once I start doing animation tests. I ultimately decided to prioritize making her posable for stills and then later on make necessary tweaks to make animating her easier.I used a mixture of standard weight painting and the Mesh Deform modifier for rigging her clothing. Mesh Deform was most helpful on her skirt due to how much overlapping geometry there is. For those unaware, this means I could model a simpler version (a cage mesh) of her skirt that covers the real skirt, and weight paint that. Using the Mesh Deform modifier allows the real skirt to follow the weight painting of the cage mesh. Each leaf has around 1-3 bones, each individually parented so that I can pose them manually and use an addon like Wiggle Bones to have them react to gravity when animated. I simply parented these bones to the Rigify bones they would most likely be influenced by. For example, the leaves on her face were parented to the cheek and nose bones, which allows them to move appropriately when I change her expression. For facial expressions that needed to form creases and wrinkles on her skin, plus areas like her joints needing to be corrected when her limbs bend, I created shape keys that I either sculpted or tweaked in edit mode to make the correct deformation shapes. Then I set up drivers for these shape keys so that they could be controlled by specific control bones I added to the rig. The heliconias and the beads around the waist were rigged using spline-IK techniques. For her skirt, I followed Pierrick Picauts Dynamic Cloth Rigging tutorial, with some of my own edits, so that the skirt would adjust based on the characters leg position.Rendering:My rendering and lighting process can be pretty hectic since Ill do whatever I need to make the image look good. I actually rendered out a whole set of images to post, but right as I was about to share them online I went back and redid them all since I felt I could do better. I think this was one of the positives and negatives about this project. If something didnt feel right, I would go back and change it or take a break to think it over. However, I do have a tendency to be a perfectionist. So, there were definitely times where I had to force myself to stop making changes and just finish the project.This project was rendered in Eevee, primarily because of its real-time benefits and for a shorter render time, but also because I liked the slightly less realistic look that Eevee had in comparison. This did, however, come at a surprising cost in performance compared to Cycles. Another major aspect of this project was that I started using the addon Render Raw, which adds more options to the Color Management tab. This allowed me to make use of the standard color correction, which retains the colors from the textures more accurately.After posing, I took some old plant assets and downloaded dirt textures for the environment. I then started with a 3-point lighting setup and added extra lights as I went, to boost the rim lighting in areas I felt needed it or to brighten other areas I thought were too dark. I also added a volume behind the character to give the scene more atmosphere, and added some palm tree gobo textures along the edges of the camera to add to the composition.RENDER: Myrraissaahuakoia Thank you for reading! Please check out my social media if you want to see more of my work!About the Artist Marcus Clark is a 3D artist and filmmaker from Baltimore, Maryland. He is currently working on a world building project with a focus on telling stories through animation.Links
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  • Best of Blender Artists: 2025-9
    www.blendernation.com
    Every week, hundreds of artists share their work on the Blender Artists forum. I'm putting some of the best work in the spotlight in a weekly post here on BlenderNation.Source
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  • Make Short Films in Blender FAST
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    In this video, Martin Klekner breaks down how to quickly create simple cinematic scenes to practice your CG filmmaking skills in Blender. This scene is part of his upcoming CGBoost course Master Cinematic Storytelling in Blender. Waiting List.Source
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  • Short Film: Grim
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    Short Film: Grim By Bart on February 28, 2025 Video Yuval Dubowski & Gilad Harnik present their graduation film for the Bezalel Academy of Arts and Design, Screen Based Arts Department 2024 - a beautifully scripted and designed reflection on a life.A short animated story about dealing with regret, responsibility and finding a sliver of light in the darkest of shadows.Herold wakes up in a dark forest. His car is covered in flames, he is injured and there a monstrous predator lurking in the dark. During Herolds escape he must face his past, the choices he made and the people he hurt. Will he be able to overcome his past, or will he cave in under its burden? And will he escape the forest?Gilad writes:Hi everyone! Im happy to share with you our graduation film: Grim!We have worked hard over for a year. Almost the entire production was made in Blender. Substance Painter was used for character textures, and After Effects for compositing.This was a monumental task to complete: we had multiple characters (one of them is a giant six-limbed wolf); a lot of locations (technically you could argue three, but one is always changing so thats still a lot of work); and an emotional story that had to hit. I would like to believe we managed to pull it off, even of there are some rough edges. Hopefully you will agree with me.
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  • How to Fracture Anything Using Geo Nodes!
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    Tired of using Blender's old cell fracture add-on? In this video Kenan Proffitt shows you how to make your own procedural fracture tool in blender using Geometry Nodes.Source
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  • How To Use Volumes To Add Depth
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    How To Use Volumes To Add Depth By Linolafett on February 26, 2025 Training Videos "Just add fog" is a go-to rule when an image is lacking visual depth. In this tutorial Lino Thomas shows how to can use uniform and non uniform volumes to add a layer of fog as well as a nice distance based haze.I am sure this will be useful in some of your scenes in the future!Happy blending :)
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  • Creating Ice Cream Drumsticks in Blender
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    Ryan King Art shows how to create these ice cream drumsticks in Blender.Source
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  • Blender 4.3: Precise Modeling for Architecture, Engineering, and 3D Printing [$]
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    Blender 4.3: Precise Modeling for Architecture, Engineering, and 3D Printing By Allan Brito on February 25, 2025 Books Allan Brito has updated his book for beginning Blender users with a focus on CAD design.Early last year, I released a book about using Blender as a CAD tool. Initially written for Blender 4.0, the book became a huge success on Blender 3D Architect. After several months, I'm releasing a minor update that includes corrections and covers the new Add-on management system introduced in Blender 4.1."Blender 4.3: Precise Modeling for Architecture, Engineering, and 3D Printing" maintains its core focus on using Blender as a CAD tool while providing updated content. The book's primary goal is to teach you how to implement numeric input and emulate CAD-like behavior in various situations.The exercises combine both architectural and mechanical modeling, with downloadable reference files available.Key Features: Full-color printing for optimal clarity Detailed step-by-step instructions Progressive learning curve, starting with basics and gradually increasing complexity Beginner-friendly approach with a comprehensive introductory chapter The book is available in four languages:The same content is also available as a +9 hour workshop on Udemy.
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  • Creative Shrimp New Blender Game Asset Course [$]
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    Creative Shrimp New Blender Game Asset Course By Aidy Burrows on February 25, 2025 Videotutorials A Step-by-Step Guide to Modeling, Sculpting, Texturing, UVs, Optimization and Exporting for Game Engines. 25% off till Monday 3rd March 2025.Modeling for a game is some of the most challenging type of modeling we can do. We cant just throw subdivision modifiers onto our objects and expect that to run smoothly in game. So if youve ever wanted to optimize your environment assets and didnt know where to start, this could be the perfect jumping off point for you!We got into some pretty deep waters with the complete process over 11 hours of video with project files.Shrimpliciously,Aidy & Gleb.
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  • 'Do it all in Blender!' with Jason Van Gumster - Subsurface Talks podcast #10
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    'Do it all in Blender!' with Jason Van Gumster - Subsurface Talks podcast #10 By dj on February 25, 2025 People Subsurface Talks podcast's 10th guest is the legendary Jason van Gumster, author of Blender for Dummies and countless other Blender-related activities.As he describes himself - a member of the 'Blender old farts club'. Neither age nor impressive experience takes away any of Jason's contagious energy and enthusiasm. Whether it's writing crazy science fiction prose, making 3D printable designs in Blender, or coding - Jason approaches each of those seemingly non-related activities with the same curiosity and all-in approach. Adding the fact that he decided to live and travel with his family across the USA in a mobile house for more than a year just makes this interview a must-watch for anyone who asks: How is this all possible in one man's life?You may find the answer (or even more questions) in this episode:If you don't like watching YT videos (or our faces ;)) you can just listen to the episode here.Enjoy!DJ
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  • Fit Curve Simpler Curve Alignment in Blender [$]
    www.blendernation.com
    Blender's Curve Deform Modifier is absolutely fine but it can be a little tricky to use, resulting in unexpected rotations, confusing transformations, and objects that dont align as expected. Fit Curve is a Modifier asset that aims to make aligning objects to curves more simple and intuitive with less guesswork.If you have any questions, don't hesitate to contact me at [emailprotected] or by clicking the Contact Creator link on my Blender Market store page.Links
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  • Timelapse: Creating 3D Spider-Man Animations in Blender
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    Timelapse: Creating 3D Spider-Man Animations in Blender By Pietro Chiovaro on February 24, 2025 Timelapse Pietro Chiovaro created this 3D VFX animation in Blender, blending real footage of New York City with a 3D-animated Spider-Man.This project was a fun challenge, combining CGI and live-action to bring the web-slinger to life.Let me know your thoughts, and if you have any tips, drop them in the comments below! :DSoftware: Blender 4.4 (Beta)Render Engine: Eevee
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  • Optimization - Visibility Settings
    www.blendernation.com
    In this video Spencer Magnusson looks at Blender optimization . He goes over visibility settings for objects and collections, and the WHY you would (and should) use all of them.Source
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  • Video: Welcome to Jurassic Park (+Breakdown)
    www.blendernation.com
    Video: Welcome to Jurassic Park (+Breakdown) By Bart on February 23, 2025 Video BlindIllusionist shared this impressive short scene that he re-created in Blender from Jurassic World.After seeing the announcement for a new Jurassic World movie I rewatched the original Jurassic Park and wanted to see if I might be able to achieve something similar as the scene in the beginning, where the helicopter approaches Isla Nublar and we see the water crashing against the rock in the water.I simulated the water with the Flip fluids addon for Blender and everything else was also done in Blender of course!
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  • Behind the Scenes: Realistic Minecraft Steve
    www.blendernation.com
    Behind the Scenes: Realistic Minecraft Steve By Alina Khan on February 21, 2025 Behind the Scenes Explore how Chase McGill brings Minecrafts blocky hero to life with unsettling hyper-realism, transforming Steve into a grotesquely detailed 3D masterpiece.INTRODUCTIONHello, my name is Chase McGill, and I am a 3D generalist based in New Jersey and Los Angeles. I love using Blender to create realistic characterssometimes serious and sometimes goofy. My serious work tends to lean toward the darker side, usually featuring scary medieval knights.INSPIRATIONThe Minecraft movie trailer had recently come out, and amid all the attention it received, the most shared opinion was that live-action was not an appropriate medium to portray the beloved game. I enjoy creating hyper-realistic, grotesque characters, so I thought it would be funny to stay faithful to the game's proportions while going all out on the realism to create the most unsettling and realistic portrayal of Steve.PROCESSSculptingI ripped the Minecraft player model straight from the game and imported it into ZBrush to ensure the most accurate proportions. I then dynameshed and sculpted directly on top of each body part. I especially enjoyed sculpting the handshis square, bunched-up fists make him look so angry.TexturesAfter retopology, UVs, and baking, I created the albedo texture in Substance Painter. This involved layering numerous noise textures and adding as much variation as possible. Real human skin contains an incredible amount of detail, so its essential to ensure that no two pixels are the same.I used low-opacity dirt brushes to paint the nose, lips, cheeks, and ears red, the forehead yellow, the eyelids blue, and the chin green. Subtly hue-shifting these areas with a rough brush is crucial for achieving a convincing look. If you're curious, search for color zones of the face to get a better idea.I also made the subsurface map in Substance, which is more layered noise. The most important part of this map is to darken the nose, eyelids, and ears. Subsurface scattering will look too strong in these areas without this compensation.The roughness and specular maps were just a combination of a cavity map bake from ZBrush and more layered noise textures.I imported everything into Blender and started on the materials. The clothes were just an albedo map and the displacement from ZBrush on a principled shader with a little bit of subsurface scattering. Fabric tends to have a bit of translucency since its essentially hair, just tightly packed together into a solid form.HairLastly, I threw some hair on his head and face the old-school way using particle systems. The hair material is just a principled hair node with a curve info node driving the color and roughness to add variation.RENDER: Realistic Minecraft Steve Thank you for reading! If you have any questions or feedback, please dont hesitate to share your thoughts.About the Artist Chase McGill is a 3D artist based in New Jersey and Los Angeles. He is currently the lead artist at MotherDAO Labs. Links
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  • Best of Blender Artists: 2025-8
    www.blendernation.com
    Every week, hundreds of artists share their work on the Blender Artists forum. I'm putting some of the best work in the spotlight in a weekly post here on BlenderNation.Source
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  • New Heatmap - Node Charts Feb 2025 Update [$]
    www.blendernation.com
    New Heatmap - Node Charts Feb 2025 Update By Blender Renaissance on February 21, 2025 3D News The February 2025 update for 'Node Charts: Info Graphs for Blender' has been released, here are the features.New Heatmap added: Heatmap added with support for up to a 1010 grid, allowing up to 100 data points, bringing the total to 25 graphs.
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  • Blender LTS Updated: 4.2.7, 3.6.21 Released
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    Blender LTS Updated: 4.2.7, 3.6.21 Released By Bart on February 20, 2025 Blender Development It's time to update your Blender LTS! Both the 4.2 and 3.6 branches have received some critical updates. The 'Long Term Support' versions offer stability for environments that require it, at the cost of not receiving any new features. Blender 4.2.7 LTS, supported until July 2026, received 18 fixes. Blender 3.6.21 LTS, supported until June 2025, received 3 fixes.
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  • Facial animation is easy now!
    www.blendernation.com
    Facial animation is easy now! By Jamie on February 17, 2025 Videotutorials Animating realistic faces is one of the hardest things to do in 3D animation. Thankfully we now have tools that allow you to record your face and apply those movements directly to your characters. Jamie Dunbar shows how.In this video I'll show you a completely free method to achieve this, as well as some paid tools to speed up your pipeline.
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  • How to create a watercolor effect and line art in Blender
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    How to create a watercolor effect and line art in Blender By Kai on February 17, 2025 3D News Kai describes how he achieved the gorgeous painting effect in his 'Bard' video.In this tutorial, I break down the process step by stepcovering shader setup, textures, stylized shading techniques, and different line art approaches using Eevee, ensuring everything runs smoothly in real time within the viewport.This tutorial is a follow-up to my Bard animation post, which you can check out here. You can see moreI had a great time putting this togetherhope you find it useful! :)
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  • Discover the Best New Features in Blender 4.4 - Beta Out Now!
    www.blendernation.com
    Blender 4.4 beta is out and brings a lot! One that everyone will enjoy are the performance improvements to Geometry Nodes, Baking and Denoising, but there's much more. Southern Shotty gives a full overview. The 4.4 release note that outline all the changes are available here. You can download 4.4 beta here.Source
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  • 'Flow' is the Splash Screen for Blender 4.4
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    'Flow' is the Splash Screen for Blender 4.4 By Bart on February 16, 2025 Blender Development The touching feature-length movie Flow will decorate your favorite app starting in March!Flow was made fully in Blender by a small team and achieved recognition with over 60 awards, including a Golden Globe for Best Animation and two Oscar nominations.The upcoming Blender 4.4 release is scheduled for March 18, 2025, and is currently in its beta phase until March 12, 202 (see the release schedule here).
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  • Short Sci-Fi Film: Haedean
    www.blendernation.com
    Short Sci-Fi Film: Haedean By Bart on February 15, 2025 Video Robin Zeeb shares his Sci-Fi horror movie (no gore), that he worked on for more than a year! It has impressive visuals and great sound design. Enjoy!HAEDEAN is my latest DIY animation project from the ZEPHID universe that I have been working on for more than a year.Basically, I want to let my films have an effect on you without much content description, so feel free to interpret the movie by yourself.I would also like to thank you all for so much amazing feedback. Your interpretations give me a lot of inspiration and I am sometimes simply flashed by the blatant trains of thought and theories that arise about my films. Absolutely crazy!Part two is already in work, but unfortunately youll have to wait a little longer. Just one army man problems.All scenes are rendered in Evee/Evee NEXT.Some post-processing in Adobe premiere.Many thanks to the blender community and everyone involved for making it possible for me to realise my hobby and my art!If you want to support me and my work, feel free to leave a like and a subscription!Many thanks for watching! (NO AI WAS USED IN THIS PROJECT!)
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  • Advanced Blender Tutorial: Colorful Abstract Motion Graphics with Geometry Nodes
    www.blendernation.com
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  • Create Stairs Effortlessly in Blender with This Little-Known Method
    www.blendernation.com
    Widhi Muttaqien shares a quick and effective method for creating stairs in Blender using the 'Scale Cage' tool, requiring no add-ons or complex math.Source
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