Blender Nation
Blender Nation
Daily news art and tutorial about Blender, the open source 3D content creation suite.
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  • Blender Jobs for January 24, 2025
    www.blendernation.com
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: (paid job) Looking for someone to create a custom plugin/geonode setup Paid job, Gun Raiders Low Poly Skin Seeking Abstract Art Concept Artists (paid job) Creating models from images, mostly anthropomorphic art Looking for a 3D generalist, specialising in Blender [...]Source
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  • Best of Blender Artists: 2025-4
    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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  • Seamlessly Imperfect [$]
    www.blendernation.com
    Seamlessly Imperfect By Stefan_K on January 23, 2025 3D News Seamlessly Imperfect is a collection of 50 surface imperfection maps to give your models that worn look.With just a few mouse clicks you can take your models from new and pristine to worn and grubby or anywhere in between. Tell your models' stories with dings, dirt, scratches, and smudges.The effects are provided as assets, so it's just a case of dragging and dropping them into the shader editor. The simple interface lets you concentrate on creating, rather than getting tangled in Blender noodles.You don't want to spend hours tweaking individual nodes in a spaghetti tangle. Easily control coverage, strength, location, rotation and scale of the effects with a few simple sliders.All textures are 4k and seamless.Links
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  • Making a 3D Pokmon Card in Blender
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    Making a 3D Pokmon Card in Blender By Cody Gindy on January 23, 2025 Video Cody Gindy writes made a 3D Pokmon card illustration using Blender.In this video, I take you through the process. That includes: texturing with real life markers, digital painting, little shading tricks, compositing, starting over, and more :) This is not a tutorial, it's a quick overview of the workflow.I had a lot of fun making this, thanks for watching!!
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  • Blender Reel: Xeroflow
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    Some great and diverse work by Blender user Xeroflow!Source
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  • Behind the Scenes: Iron Sentinel
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    Behind the Scenes: Iron Sentinel By Alina Khan on January 21, 2025 Behind the Scenes Dive into Yusuf Salih zdemirs creative journey as he masterfully crafts a medieval knight, blending realism and fantasy through intricate armor design, detailed texturing, and dynamic posing.INTRODUCTIONHello, Im Yusuf Salih Ozdemir (y2art). My journey into the creative world began at a very young age with graphic design, and today it has positioned me as a 3D artist. I describe myself as a 3D generalist because the effort to bring every idea in my mind to life is a constant source of happiness for me.My interest in games encouraged me to deepen my knowledge in this field, leading me to complete a masters degree in Game Design. Throughout this journey, I had the opportunity to mentor game companies in Turkiye and deliver talks at universities. Additionally, I manage the Blender Turkiye Toplulugu Discord server, which consists of over 2,000 members, where we collaborate on exciting projects together.For me, 3D art is not just a profession but also a space where I express and discover myself. Meeting new people, learning something fresh, and generating creative ideas at every step of this journey are my greatest sources of motivation.INSPIRATIONRecently, I had been focusing a lot on characters and was interested in working on armor instead of clothing, but it was just an idea. That is, until I watched The Elder Scrolls Online Cinematic Trailer. The knight in the trailer caught my attention so much that I immediately started working on it.PROCESSAll Stages: Concept, References (PureRef) Base Shapes, Models (Blender) High Details (ZBrush) UV Mapping (Blender) Bake, Texturing (Substance Painter) Rig, Pose, Render (Blender) Concept, ReferencesIn the initial stage, I examined various medieval outfits from many places selling them. This was an important step in gaining a deeper understanding of the clothing from that era.However, when working digitally, we have the opportunity to overlook certain details if we decide they are unnecessary. Therefore, my goal was to achieve a realistic appearance while also giving the character a slightly fantastical vibe.Base Shapes, ModelsFirst, I used the basic female model from ZBrush. Since I had previous experience with hard surface modeling, creating the armor was not difficult.After establishing the base on the character, I added the necessary modifiers to build the armor. I shaped the entire armor in this way.I completed the model, but it didn't fully satisfy me. So, I examined my references more closely and tried several alternatives to find the armor that would best convey the feeling I wanted.High DetailsAfter finalizing the armor design, I completed the entire character's armor and sword using the same technique. Then, I moved on to adding more details in ZBrush.Since the character is a knight, I aimed to give her a somewhat aggressive appearance, starting by sculpting the face. I added details like cracks and dents to the armor and applied wrinkle effects to areas like the cape.Additionally, I wanted the helmet to be removable, so I needed to incorporate details that allowed the hair and hood to open and close. Considering the character needed to be game-ready, I began creating the hair using hair cards. While I experimented with many alternative hair alphas, I ultimately chose to work with just three of them. To make the hood open and close, I applied a shape key to the head area and sculpted accordingly. This approach allowed me to complete the characters visual and functional details effectively.UV MappingDuring the UV stage, since I wanted to make this character game-ready and designed with detachable elements, I kept the texel density of the invisible parts inside the armor much lower compared to the outer sides. To avoid losing detail, I increased the number of materials. Therefore, I assigned a separate material to each part of the armor, ensuring that areas like the body, shoulder pads, shoes, etc., each had their own material.Bake, TexturingI switched to Substance Painter for texturing and performed a high-to-low bake. To easily access every part of the character, I made sure to keep both the individual pieces and the full character in a single file. After a clean bake, I began creating high-quality textures.By creating my own smart materials, I painted down to the finest details. I used "Texturing XYZ" for the detailed displacement texture on the face. However, before achieving the final result, I had to make several changes to the tattoos, colors, blood, and some minimal details.Rig, Pose, RenderI was really excited to see the final version of my character in T-pose. The next step was to add a pose and take a render. For this, I rigged the character using the ARP addon. There were some weight issues in certain areas, which I manually corrected. To add effects to the cape, I weighted half of it and applied a cloth simulation, making it responsive to wind. I actually wanted to create an animation and render a video, but although the processes I mentioned may seem short here, they took quite a bit of time. Therefore, I decided to apply a pose and take a render of my character from a nice angle.Finally, the most enjoyable part for me was the post-process. I started by adding a background, then increased the contrast and brightened the darker areas to make the details of my character stand out more. After that, I finished my project with some general touch-ups. I hope this article has answered any questions you had and inspired you as well. Your feedback is highly valuable to me; I would be happy to hear your thoughts and suggestions.RENDER: Iron Sentinel And that's it. Thank you for reading my article. I hope you have a nice day!If you have any questions or feedback, please dont hesitate to share your thoughts.About the Artist Yusuf Salih zdemir is a 3D Generalist from Turkiye. He is currently working as a Lead 3D Artist at a gaming company. Links
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  • This Blender Shader is the Secret to Magical 3D Art
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    This Blender Shader is the Secret to Magical 3D Art By Levi on January 21, 2025 Videotutorials Levi shows how to set up a stylized crystal shader in Blender for manga-like effects, using only shader nodes!In this tutorial I walk you through, the process of creating a procedural, stylized crystal shader in Blender. I made it beginner-friendly, so if you havent touched shader nodes yet, you should also be able to follow along.In this video youll learn how to: Build complex shader setups Create hand-drawn looking lineart Use compositing to make the shader shine Watch it to level up your shading skills:
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  • C-Beams - 1 Year of Development
    www.blendernation.com
    C-Beams - 1 Year of Development By JohnLogostini on January 21, 2025 Games C-Beams is a Space Action RPG made using Unreal and Blender.You can publicly follow its development from the team's weekly devlog videos. John Logostini reports on the project.After our first year of development, the new Distant Light Games team has finally announced our first project, C-Beams a new Space Action RPG being developed in Unreal Engine for PC SteamDeck and Linux, with more platforms yet to be decided.We have been developing C-Beams for the past year, with the project's founder, Charlie Goldberg (aka LevelCap), creating weekly dev logs. This has resulted in significant community contributions to the project even I joined as a contributor.Blender has been the primary DCC used for the project. Personally, I have been using Blender my entire life.All sculpting for the project was done in Blender, including the custom asteroid bases. These were blocked out using basic primitives, remeshed, and then detailed with custom brushes. Afterward, they were retopologized using the Exoside Quad Remesher addon. UVs were created manually and packed with UV Packmaster. While external addons were utilized, its incredible that the entire processing workflow for an asset can be completed directly within Blender. However, since the following video was posted, our workflow has evolved slightly. This video covers the primary workflow used for creating custom sculpted assets.As for other models, while not documented in as much detail, we used Blender for nearly all of the models in the game from blackout to UVs, and final game-resolution assets. Everything was done in Blender. Some data required for the engine was generated in Houdini; however, the final meshes were completed in Blender.Link C-Beams on Steam (wishlist) Dev logs playlist:
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  • 6 new AWESOME features in The Roads Must Roll [$]
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    6 new AWESOME features in The Roads Must Roll By Bart on January 20, 2025 3D News The Roads Must Roll is a new road generator that allows you to create detailed streets, bridgesand intersections in minutes, not days. Everything is procedural and based on curves.After the successful launch in september, were back with six awesome new features to take your projects to the next level. Lets dive in!1. A Splash of Water!Instantly transform your scene with realistic water effects. Adjust the balance between dry and wet areas Set the roughness of the water layer Control the amount of puddles 2. Say hello to a wide variety of material options and customizable settings.Roughness, normal and other maps are included.Available materials to choose from: 3 asphalt materials 19 sidewalk materials 2 concrete materials 8 green strip materials 3. Easily add your own textures too!4. Add authenticity with new materials for cracks, wear, and tear.5. A new procedural asset lets you animate vehicles on independent curves.6. A new Super texture resolution option.These additions are a result of a the feature requests submitted by the users in our survey.7. Other updates: Enhanced realism across materials. Numerous small menu improvements Updated procedural assets Generate white and yellow lines as geometry. Simultaneously rotate all vehicles around their axes. Use your own tree collections in scenes. Performance enhancements for the fully procedural asphalt material Find out more about The Roads Must Roll at: https://theroadsmustroll.com
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  • Product Animation Tutorial: Earbuds
    www.blendernation.com
    Join Polygon Runway as he models and animates a wireless pods product in Blender.Source
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  • Trailer: Jumbo
    www.blendernation.com
    Trailer: Jumbo By Bart on January 19, 2025 Video Indonesian Blender studio Visinema Studios is working on a feature-length movie, to be released in their local cinemas later this year. Here's their trailer.atn1987pring writes:Hello everyone, just want to share an animation teaser movie from Indonesia. Im involved in the rig characters and responsible for a small part of the shots.From 3D assets, rigging, animation, and rendering use Blender for main tools and Cycle render. It will be released next year in my country, I dont know if it will be released overseas, but I hope you all enjoy the teaser.Thanks for watching.
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  • How to Bridge Blender to External Image Editing Tools
    www.blendernation.com
    How to Bridge Blender to External Image Editing Tools By Michael Bridges on January 19, 2025 Education Michael Bridges shares how you can edit Blender images externally with tools like Krita or Photoshop. Ever wondered if there is an easy way to edit images within Blender Externally using tools such as Photoshop, Krita and GIMP?Discover two methods to edit Blender images externally with tools like Krita or Photoshop. Learn to streamline your workflow and tackle common challenges!In this video, I explore two effective methods for editing Blender images using external software. Blender, while a powerful tool, often lacks the comprehensive image editing features found in dedicated programs like Krita or Photoshop. I demonstrate how to prepare your Blender projects for external editing, including setting up the image paths and preferences to integrate seamlessly with your chosen software.I also discuss potential challenges, such as image path issues and refresh inconsistencies, and provide solutions to keep your workflow smooth. Beyond this, I highlight another approach for exporting 3D viewport images to external editors, detailing the benefits and pitfalls of each method.Are you maximizing Blenders potential by combining it with external tools? Learn how to elevate your projects with these streamlined techniques!
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  • Making a Castle Ruins Environment in Blender
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    Making a Castle Ruins Environment in Blender By That3DGuy on January 18, 2025 Behind the Scenes Join That3DGuy as he walks us through the creation process of his Castle Ruins scene.I find blender to be an amazing tool for Concept art. I wanted to showcase how i created these Castle Ruins in Blender.I showcase the variety of techniques used to create the Ruins : I used the blender modeling tools create a Blockout and use booleans cut into the models. After I Blockout the ruins, I use dynamic Topology to sculpt further details. Then using masking tools, I texture the ruins. I also cover the process for the rest of the scene and especially the emphasis of introducing story into your artworks to elevate them further. You can check out video here!
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  • Blender 4.3 for Beginners Workshop [$]
    www.blendernation.com
    Blender 4.3 for Beginners Workshop By Allan Brito on January 18, 2025 Training Videos Learn how to use Blender 4.3 to start workin with 3D Modeling, Animation, Texturing, and Rendering for Beginners with this new course by Allan Brito.If you're looking for an updated resource to learn Blender from scratch, I'm proud to announce a new training resource from Blender 3D Architect. The Blender 4.3 for Complete Beginners workshop provides a comprehensive overview of Blender, specifically designed for people who have never used the software before. The workshop explains and demonstrates various aspects of Blender: UI Management Add-On Implementation 3D Modeling (Covering Meshes, Curves, and Geometry Nodes) Materials and Textures Lights and Cameras Rendering (Cycles and EEVEE) Animation Video Editing. This introductory workshop features nearly 14 hours of video content packed with examples and downloadable project files. Available through Udemy, it offers lifetime access to all materials. You can visit the workshop page to watch a brief trailer that showcases some of the projects and lessons covered in the course.For more details, visit the Blender 4.3 for Beginners page.
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  • Video: Underwater Crocodile
    www.blendernation.com
    Jeremy White shared this incredibly realistic video of a swimming crocodile - all made in Blender!This fluid simulation was crafted entirely in Blender using the Flip Fluids add-on and simulated on an Intel Xeon workstation. The trees and shrubs were designed with the Grove add-on, while the rocks and grass were generated using GeoScatter, with materials sourced from Quixel Megascans.The underwater caustics were achieved by applying a water caustic image sequence to the transparency of the water shaders shadows. For the volumetric water scattering, the newly added Fournier-Forand phase function was utilized, creating realistic underwater god rays.Production information:Blender 4.3Particles Fluid and Whitewater : 238GB [189.30 hours]Particle Fluid Count : 144.52 millionRender : Cycles [4min/frame]Composite : BlenderVideo edit and sound : Davinci ResolveYou can enjoy more of Jeremy's work on his Blender Artists portfolio.
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  • Blender Jobs for January 17, 2025
    www.blendernation.com
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: CupidAI | 3D Generalist Full-time 3d generalist for photorealistic product visualisation in Berlin (German speaking) Fast paid work for nodes or step by step instruction 3D Animator Looking for 3D Environment Modeler with UV Mapping Experience(Contract / Outsourced) Bode Software [...]Source
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  • Best of Blender Artists: 2025-3
    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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  • Behind the Scenes: Victoria, a Steampunk short film
    www.blendernation.com
    Behind the Scenes: Victoria, a Steampunk short film By Bart on January 16, 2025 Behind the Scenes About a year ago, BlindIllusionist posted a passion project he worked on: a short film in a Steampunk universe, inspired by Ian Hubert. He now posted a breakdown of the project, showcasing how Blender played a significant role in creating its VFX.First, let's what's the film itself again:And here's the new breakdown:
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    This Feed is deleted because you didn't use it for long time. Please consider purchasing one of our Paid plans to prevent this in the future(Feed generated with FetchRSS)
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  • Blender Conference 2025: Sept 17-19
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    Blender Conference 2025: Sept 17-19 By Bart on January 15, 2025 Conferences BCON will fall a little earlier this year - in September instead of October. Ticket sales start in March!From the announcement page:Save the date! BCON25 will happen 17-19 Sep. 2025 at Felix Meritis in Amsterdam. Moving the event a bit earlier than usual aligns with IBC, helps with the overall scheduling and hopefully provides us with late summer weather in Amsterdam :) Tickets sale starts in March. Meanwhile, enjoy the proceedings of the past edition!
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  • "Blender Scripts from ChatGPT Often Fail If You're Not a Coder This Blender Add-on Changes That!" [$]
    www.blendernation.com
    "Blender Scripts from ChatGPT Often Fail If You're Not a Coder This Blender Add-on Changes That!" By toapyandfriends on January 14, 2025 Development Create your own Blender add-ons using AI. This add-on by Jesse C Morris uses many data sources like the Blender Manual and Stack Exchange to help you build a stable solution. Introducing the Ultimate Script Generator for Blender 4.3... The latest addition to the 'FAST Animation Studio Tools' Blender add-on... Which BTW is the BIGGEST Blender add-on IN THE WORLD!!!(code-wise)!!!...Introduction:Our cutting-edge script generator harnesses the power of ChatGPT, using the exact same well tested A.I. model (GPT-4o is the name) available with the ChatGPT Pro subscription on the ChatGPT website, to create scripts from your detailed user commands. If a generated script encounters an error, our system automatically tests it and, if necessary, sends it back to the GPT-4o model for revision. This iterative process, which defaults to five iterations, works in a loop: it reads your user command, generates a script, tests it for errors, looks up the Blender API, Blender Manual, even Blender Stack Exchange!! It also retrieves code examples from our comprehensive add-on, and any other add-on you tell it to retrieve code examples from, and then sends it back to the OpenAI model for revision.Notable features include: OpenAI-powered script generation for automation. Automatic error testing and revision. Boost User Command feature upgrades your command to be Blender Manual-compatible. Verified compatibility with Blender 4.3 only (but will convert scripts to Blender 4.3!) Automatically locates example scripts from our database based on errors. Easily updates older scripts to the latest Blender version. One-click error fixing in the text editor. Allows you to provide your own code examples. Can find/pull (and fix as necc.) code examples from Stack Exchange. Can find/pull (and fix as necc.) code examples from Blender Stack Exchange. Optimized functionality for creating animation scripts. Optimized functionality for creating small/medium shader/compositor/geo-node setups. World class customer support. Any issue will likely get fixed the same day. Learn more on fast-blender-add-ons.com.Deep Dive:And one final caveat thats also a bonus: in some cases, our system may encounter an error it cant automatically resolve. When this happens, weve made it so simple that anyone can resolve these errors themselves, in 5-10 min., even non-programmers, using our easy-to-follow instruction set system thats so straightforward even kids* can create working scripts for Blender. (It even does a Hail Mary fix attempt when these issues arise allowing that you might not even have to step in.)This is a major bonus as programming has been around for decades and nowhere else, as to our research, can non programmers guarantee error free code!*(Kids 6th grade and higher as there is some required reading of techy stuff.)
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  • The Path to the Heights - A Short Film Crafted with Blender
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    The Path to the Heights - A Short Film Crafted with Blender By ricardograca on January 14, 2025 Video Ricardo A. B. Graca submitted his Blender work to the Hollywood North International Film Festival. You can watch it now and help him by adding your vote.Hello Blender Artists, Animators, Screenwriters, Blender Makers!We're thrilled to present our animated short film, "The Path to the Heights," which has been officially selected for the prestigious "Hollywood North International Film Festival." We are competing in the "Best Animation" category, and it's an incredible honor for us.About the Film"The Path to the Heights" is a journey that showcases not just creative storytelling but also the technological power of open-source tools. Our entire project was crafted using Blender and other open-source software, highlighting how accessible and powerful these tools can be in the world of animation.Watch and SupportWe would love your support by watching and voting for our film in the "Public Choice Award," which is decided by public votes online. Your support would mean the world to us and would help bring international recognition to another piece of Brazilian cinema.Watch and Vote HereWe hope our film inspires and motivates fellow Blender artists to continue exploring and pushing the boundaries of what's possible with open-source tools. Enjoy, share, and vote!Thank you for your support and for being part of such an amazing community.Warm regards,Ricardo Graca
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  • Behind the Scenes: Afghan Girl Likeness
    www.blendernation.com
    Behind the Scenes: Afghan Girl Likeness By Alina Khan on January 13, 2025 Behind the Scenes Discover the intricate art process behind Gndzs 3D modeling of the iconic 'Afghan Girl' photograph, where every detail, from texture mapping to lighting, brings a new depth and dimension to Steve McCurry's timeless image.INTRODUCTIONHello, my name is Volkan Gndz.Before diving into 3D, I graduated from the Industrial Design department. During my final year at university, I realized that creating 3D models for manufacturing didn't suit me, so I transitioned to mesh modeling, and later, I moved on to digital sculpting.Switching to something completely different from the principles I was used to was challenging at first, but knowing that the possibilities are endless and trying out new things has always excited me.After graduating, I was unemployed for a while, which affected me emotionally, but I didnt stop working on improving my portfolio. Eventually, I received a job offer via social media from the studio I currently work with. I am still collaborating with them as a freelance artist.INSPIRATIONThe "Afghan Girl" photograph has been a deeply impactful image for me since my childhood. The green color of her eyes, the way the light falls on her face, and most importantly, the striking message it conveys... Because of this, Ive always wanted to create a piece inspired by the Afghan Girl.From a digital sculpting perspective, creating a model based on a single reference image is a real challenge, which makes it even more significant. Being able to achieve this is also important because, when working on likeness projects, it can sometimes be difficult to find sufficient reference photos.This combination of technical difficulty and the emotional impact of the Afghan Girl photograph is what motivated me to undertake this project.PROCESSSoftware ZBrush ZWrap Blender Camera SettingsIn this project, I first focused on setting up the camera and creating the base shapes through it, as I only had a single reference, and it was crucial for the model to match it exactly. I started by adjusting the focal length and position of the camera in Blender to determine the placement and distance. Once that was set, I created the primary forms of the base mesh in Blender.Afterward, I transferred the mesh to ZBrush for detailing. Using ZWrap, I wrapped the TexturingXYZ base mesh onto my sculpt.TexturingFor the texturing process, I edited it node-based in Blender. In some areas, I adjusted the exposure, while in others, I used projections from the original reference image to create the textures.(Yes, a lot of nodes )DistortionThe most challenging part was ensuring that the model didn't distort when viewed from other angles, as working from a single reference can easily lead to such issues. Preventing this distortion was the biggest challenge throughout the process.And that was it! Below is the final render and clay render.RENDER: Afghan Girl Likeness Thank you for reading! If you have any questions or feedback, please dont hesitate to share your thoughts.About the Artist Volkan Gndz is a character artist from Turkey. He is currently working as a freelance 3D artist at Jpeq Studios. Links
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  • Maya to Blender Shader Converter
    www.blendernation.com
    Now we can convert Maya's AiStandardSurface shaders to Blender's Principled BSDF using this free addon that Robert Rioux developed with ChatGTP (thanks to Tinkerboi for the finishing touches).Source
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  • Art Process: "How I Made This Stylized Lily Of The Valley Flower in Blender"
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    Lane Wallace writes: The flower was sculpted in Blender, and the benday dots were created using a simple NPR shader node setup that utilizes a voronoi texture with zero randomness.Source
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  • Geo Nodes Follow Curves For Beginners
    www.blendernation.com
    Learn the basics of geo nodes in blender with this cool liquid effect example, focusing on how to get objects to follow and orient along a curve.Source
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  • Best of Blender Artists: 2025-2
    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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  • BlenderNation is on Holiday Break
    www.blendernation.com
    Hey everyone, it has been a really busy year and I need some time to recharge. We'll be back after January 6 with more Blender news. For now, get some rest, enjoy time with those close to you and we'll see you in the new year!Source
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  • Behind the Scenes: Alien Worlds - Jumpship over a tidally locked planet
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    Behind the Scenes: Alien Worlds - Jumpship over a tidally locked planet By Alina Khan on December 24, 2024 Behind the Scenes Jump into Samuels intricate workflow as he navigates various sources and tools to create his magnificent sci-fi piece of art.INTRODUCTIONHi, Im Samuel Pantze from Germany, and Blender has been my main creative outlet for the past five years. I studied mechatronics engineering, but then decided that Id rather want to become a scientist, so I started a PhD in computer science in early 2023, where I now write VR software to analyze multidimensional microscopy images. It turns out that knowing how to use Blender proves quite helpful for my PhD project, allowing me to create quick 3D mock-ups, simulate datasets, or prototype shaders and lighting.I took my first baby steps in Blender back in 2017 when I joined a group of hobby game developers I met online. They needed someone to do the texturing, so thats what I learned first. Eventually, the irresistible pull of Blender led me to learn about its other features as well. Needless to say, that game we were working on never came to fruition, but since then Im addicted to this glorious piece of open-source software.INSPIRATIONIve always been a huge fan of everything related to sci-fi and space. My bookshelf is piling over with books from Arthur C. Clarke, Stanislaw Lem, Pierce Brown, John Scalzi, Dan Simmons, Isaac Asimov, and so on. Another source of inspiration is the videos from John D. Boswell, better known as Melodysheep. His ability to weave science, 3D art, and self-composed soundtracks into these masterfully crafted videos is truly unmatched. Lastly, I want to mention the beautiful concept art from Paul Chadeisson; he is incredibly skilled at conveying a sense of scale in his scenes.The idea for this particular project was sparked in March 2024 when the theme for the monthly render challenge on the Blender Discord server was announced as Alien Worlds. Id watched both the TV show Foundation and the movie The Creator a few days earlier and knew Id have to model a spaceship reminiscent of either the Foundation jumpships or the Nomad space station from The Creator.But what world would be alien enough to satisfy the topic of the challenge? Thanks to one of Melodysheeps videos, I was made familiar with the concept of tidally locked planets. These types of planets rotate around themselves at the same rate as their orbit around the Sun. As a result, the same side will always be facing the sun, causing it to heat up. The dark side of the planet will be equally hostile to life due to its freezing temperatures. But there may be planets that are habitable just around the twilight zone between searing heat and eternal darkness.So, the goal was clear: I wanted to model a spaceship with a jump drive over a tidally locked planet. Now I just had to draw the rest of the owlPROCESSMy scene is made up of two major components: the spaceship and the planetary background. But before I dive into the intricacies of said background (spoiler: its all done with vector math), lets focus on the boring part first: how to model a spaceship.Spaceship: ModelingLooking at other peoples spaceship models and having modeled a few myself before, I learned the following things: There is always a hierarchy of shapes: the very basic main shape of the ship comes first. Rough geometric details then break up the simple shape and add detail and functionality. Finer geometric details then help add a sense of scale (think tiny turrets or pipes to indicate a huge ship). And only after you have all these detail layers implemented should you start worrying about texture details. Be mindful of the detail density. There needs to be a visual balance between relatively flat surfaces (except for panel creases here and there) and highly structured or cluttered areas. On a spaceship hull, the flat areas can be thought of as shielding panels, and the detailed areas are where those panels reveal the underlying structure, made up of pipes, engines, docking ports, radiators, weapons, etc. Right angles or even sharper angles are illegal; instead, break the edges with a bevel or use a subdivision surface modifier. Focus on the areas where light and shadow meet. Thats where you want to break up edges that are too clean to create a more interesting shadow terminator. In areas with less visual weight, you can be a bit sloppier. Rule of thumb: If your model looks detailed without applying any textures, youre good. I love the Random Flow addon for adding fine details, especially for dividing a large area into smaller panels. I also rely on the good old JSplacement textures to use as hull textures and to use as mesh displacement for the ultra-fine details:Since these textures all have more or less orthogonal details, it's important to not stretch them too much when mapping them onto your model. Thats why I put special attention on having a good quad flow in my base mesh.I started out by brainstorming where to put the jump drive. I wanted it to be a huge ring, similar to the jumpships from Foundation, but also not a downright copy of their stand-up design. I decided to put the drive at the rear of the ship and then model the ship around it with a very rough shape using a simple subdivision surface modifier. To speed things up, I only modeled a quarter of the ship and mirrored it both horizontally and vertically. This worked well because the whole ship has a very flat design.After applying that modifier, I ended up with a pretty good quad flow already. I then added another subdivision surface modifier to add details and refine the flow of the smooth surfaces. I broke the smoothness here and there with sharp edges to create contrasting surface features.Now that I had the basic shape and rough details fleshed out, I went on to add smaller details. I modeled the rear of the ship with some space for conventional engines in mind; how else would our ship be able to travel within the star system? After playing around with rotational symmetry for a bit, I found the conical shape that I had imagined, and the array modifier took care of the rest:Once that was done, I moved on to shielding the ship from radiation with my trusty friend, the Random Flow addon. I selected individual islands from the main mesh and played around with the random panel generator. To do this, I had to make a copy of the base mesh first and apply the subdivision modifier so that the generator had sufficient underlying mesh resolution to work with.Next up: adding detail to the sides. First, I scattered random cubes along the sides with, you guessed it, Random Flow:To add more interest to the sides, I added pipes, arrayed shapes (radiators?), spherical shapes (docking ports?), guns, structural elements, and other random doodads. The sides were supposed to show the inner workings of the ship, after all.Spaceship: TexturesWith all the geometry in place, it was time to move on to the materials. I mentioned JSplacement textures above; for those unfamiliar with JSplacement, it used to be a freeware for generating tiled textures by randomly splatting rectangles and other shapes over another. Very handy for adding color detail to surfaces or using displacement maps. The software is no longer available for download, but you can achieve similar effects with the free web-based Displacement X tool or by using the SciFi Flex addon.I mixed some of these textures together, added slight color variations and roughness details with random noise, and then used the ambient occlusion node to add dirt build-up in the nooks and crannies. I duplicated this material and created a darker variant of it to create alterations on the hull. For the sides, I chose a different type of JSplacement texture that consisted mainly of arrayed spots and turned it into tiny emissive window lights.The glow of the jump drive was created by simply putting a gradient texture on a plane and mixing in a warped noise texture for details.Since the sunlight hit the top of the hull at a very flat angle, I felt that it could use a bit more geometric detail that casts shadow. So I upped the subdivision levels of the hull and added mesh displacement to the materials. The result is not perfect, but it was sufficient for my use case.This concludes the boring spaceship part. Lets move on to the shader magic.The Planet BackgroundThe problem with planets is that theyre pretty big, at least compared to spaceships. Earth has a diameter of a bit over 12,700 km, and the largest human-built vessel is a cruise ship with around 0.36 km in length (the ISS is only a meager 109 m). Even if we assume our spaceship to be 1 km in length, wed have to fit an object over ten thousand times that size into the same scene. So what most people do is simply create a sphere that looks big enough, place it somewhere in the distance, apply either a procedural texture or a planet texture they found online, and then add volumetrics to create an atmosphere and clouds.This approach usually works well, but it has a couple of caveats. First: scale. This is less important when rendering still images, but when animating, parallax from planets that are too small can quickly make the scene look unrealistic. And second: volumetrics. While they do provide accurate light modeling of the atmosphere, theyre quite slow to compute, and especially when you get close to the planet, it really takes forever to render good volumetric clouds (because it requires a small volume step size). Not even talking about rendering animations at this point; and not everyone owns an RTX 4090.For these reasons I had the idea of an alternative approach: why not use shader math to create a planet in the world shader? This would solve the scaling problem (the HDRI is always infinitely far away), and it wouldnt require volumetrics at all. Wed also get global illumination from it for free, even in Eevee. The downside: all volumetric effects would have to be modelled manually. But I have always been a fan of challenges, so I gave it a try anyway.Since my goal was to create a scene close to the atmosphere, I started out by finding a coordinate system transformation that would turn the spherical mapping of the world shader into something resembling a flat surface in perspective.This is what the coordinate system looks like by default:And after a simple transform, it looks something like this:After masking out the top half and moving it a bit downwards, I slowly started to get the effect I wanted:(Disclaimer: The math here does not correspond to what actually happens when you project a sphere in perspective onto a plane. The goal was simply to make it look plausible. I recently picked up the node graph for this shader again and started implementing a more accurate way of projecting spheres onto planes.)The falloff didnt feel right yet, so I played around with different power values until I got something closer to what I had in mind:Next, I created a shadow gradient (not with gradient textures but by using the texture coordinates themselves by running them through power functions):This gradient would prove useful in two ways: first, I could use it for the actual shadow, and second, I could use it as a mix factor for the terrain, allowing me to go from a scorching dry terrain over a lush green zone to an icy blue terrain. (Actually, the mask is also useful for modelling other effects like Rayleigh scattering and the sunset glow of clouds).I mixed a few existing procedural planet textures Id created for an earlier project and ended up with a terrain like this:To create the outer atmosphere, I used the Z texture coordinate and ran it through an exponential falloff:In a similar fashion, I created a falloff mask for the inner atmospheric layer:For the clouds, I also used existing procedural cloud patterns and mixed them together.I packaged both the terrain and cloud setup into their own groups so I could reuse them anywhere in the node graph. To create the cloud shadows, I simply had to duplicate the cloud group and move its coordinates a bit to one side. It turned out that the bump node didnt work in generated coordinate space in the world shader, so I wrote my own (probably highly inefficient) bump mapping, which I then used to give depth to the clouds and to color them with a sunset glow:After combining all the effects together and sprinkling a few small extras on top (like glowing lava cracks on the shadow side and a procedural starfield), I ended up with this planet:In the process, I created this monstrosity of a node graph (which is only the topmost hierarchy; it only covers coordinate conversion, mixing the different textures together, and creating the atmospheric effect):Or in other wordsOn the flip side, everything has a parameter and its quite easy to tweak the look of the final HDRI:Post-processingI used the Flared addon to create subtle lens flares for some of the renders. The rest of the post-processing was done in Affinity Photo, which is my editing program of choice nowadays.The raw TIF render looked like this:After applying a bit of a bloom effect, a LUT, some curve corrections, and a subtle grade, I ended up with the final images below!RENDER: Alien Worlds - Jumpship over a tidally locked planet And thats how I modelled a jumpship and created a fever dream of a node graph. I hope I gave you a good overview of my workflow and look forward to your thoughts and feedback!About the Artist Samuel Pantze is a Blender hobbyist focused on proceduralism, generative art, and sci-fi. He works as a computer scientist in training and sells procedural Blender tools on Blender Market.Links
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