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 November 20, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Blender Pros Needed: Character Animators & Artists For more jobs, look here.Source
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    Behind the Scans: Namaqualand
    Behind the Scans: Namaqualand By Bart on November 20, 2024 3D News Polyhaven shares an amazing library of HDRis, Textures and 3D Models - all for free under a CC0 license. For their latest project, Namaqualand they traveled to the desert for a week to capture as many assets and environments as they could. See how they did it in this video!In September 2023, the Poly Haven team embarked on a journey to an arid desert near the West coast of South Africa: Namaqualand.The goal? Build a free 3D asset collection to recreate what we saw there.It took more than a year to process all the data we captured and turn it into high quality 3D assets for everyone. Support more trips and assets like this by joining our Patreon!
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    Blender Jobs for November 19, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Lead 3D Character Artist - F/M/NB at NOVAQUARK Creative Technical Lead at OceanX 3D Blender Artist at tobspr Games For more jobs, look here.Source
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    BlenderNation and Blender Artists are Leaving X/Twitter [promoted]
    BlenderNation and Blender Artists are Leaving X/Twitter By Bart on November 20, 2024 BlenderNation I have decided to stop posting to the X/Twitter accounts for BlenderNation and Blender Artists.Two reasons have led me to this conclusion: First and foremost, X has become a fascist and anti-democratic instrument. Continuing to post there makes me a supporter of their policies and an accomplice in their goals.X also recently announced that all content will be used to train their new AI - with no way to opt out. Since I share a lot of artwork from the Blender community on my sites and social media, this would mean I'd be sharing YOUR work with their AI, and I don't want to do that.With a combined 220k followers this is going to hurt. But after spending a lot of time looking at how this would impact my websites I realized that I was just looking for a reason to look away and comply with the fascism for traffic.I cant morally justify staying on X anymore, so I'm making what I believe is the right call. To prevent others from squatting and abusing the accounts, I will not delete the accounts. I'm also looking into how to delete the massive amount of posts on them, but this may take some time.AlternativesFortunately, we have are alternatives! We also have accounts on Mastodon and Bluesky. Personally, I think that Mastodon/the Fediverse most closely aligns with our values of freedom, open source and open data. Find us on @blendernation + @blenderartists.Bluesky is growing quickly too, but there are some concerns about their investors - we'll see how that plays out. You can find us there on @blendernation.com and @blenderartists.org.Finally, we have a newsletter! Sign up to get a daily overview of our latest posts.Support BlenderNationThank you for reading this. As I mentioned above, this is going to have an impact on the finances that help keep this site running. If BlenderNation is close to your heart, please consider becoming a supporter on Patreon!
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    Population V2 Crowd Simulator Adds More Control and Powerful UI Features [$]
    Population V2 Crowd Simulator Adds More Control and Powerful UI Features By BlenderNow on November 20, 2024 Add-ons The latest release of Bproduction's Population crowd simulator for Blender adds finer control over motion paths using pinch/deflate, look target control, new painting and group options and more!What's New in Population V2 ?Paint your crowd: Thanks to the new mode, you can paint your crowd directly in the 3D viewport.Bidirectional Crowd: Characters can now cross each other in 2 directions when walkingPinch/ Inflate: Enlarge or shrink your characters' path in follow curve modeGroup Mode: Allows you to vary the density of the crowd according to its position, perfect for concerts or auditoriums.On vertices mode: Add characters based on an object. Maximum control over the position of your characters.Look Target in Stadium mode:Free seating in stadium mode:Add groups of characters: x3, x5 or x7 to create a crowd quickly.Progress bar, loading time divided by 4, improved addon stability, and much more...Discover Population V2 on Blendermarket with -30% OFF for the launch of this new version for a few days only
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    Blenderheads Episode 7: Project Gold Showcase
    Blenderheads Episode 7: Project Gold Showcase By Bart on November 19, 2024 People Enjoy the seventh episode of Blenderheads, a series about the people behind the Blender project.In this episode, we follow the process around Blender's showcase named Project Gold, by the Blender Studio. The editor and director documentary maker Maaike Kleverlaan works embedded in the Blender headquarters to cover the activities and conduct interviews.
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    Blender 4.3 Released: Check Out These Standout Features
    Blender 4.3 Released: Check Out These Standout Features By Mario Hawat on November 19, 2024 3D News The third release in Blender's groundbreaking 4.x series has arrived, marking another significant milestone in Blender's evolution. Blender 4.3 brings one of the most ambitious overhauls we've seen, completely reimagining Grease Pencil while introducing substantial improvements across the board. This release not only consolidates the innovative strides made in 4.0 but pushes Blender's capabilities even further with refined workflows and enhanced performance.Here's a look at the key features (and then some) that stood out to us in this newest release, but it's highly recommended to check out the release notes and the release overview for a full picture of all the awesome new features available now at our fingertips!1. Grease Pencil: Reimagined & RebornThe undoubted star of this release is the complete rewrite of Grease Pencil. This fundamental reimagining removes longstanding limitations while introducing a more robust architecture, setting the stage for future expansion. The results show in both performance and usability, marking a new chapter for Blender's 2D animation toolbox. While this initial release was focused on feature parity, many improvements found their way in, as is tradition with Blender's development.A New ArchitectureThe rewrite delivers substantial improvements across the board: Multi-threaded operations for significantly improved performance File sizes reduced by 2.5x to 3.4x Layer groups for enhanced organization and control Brush management through intuitive asset libraries Direct stroke drawing without buffer limitations Enhanced eraser tool with precise stroke cutting Built for the FutureWhile maintaining compatibility with existing files, the new architecture sets the foundation for expanded capabilities: Complete Geometry Nodes integration Comprehensive brush asset system with over 130 default brushes Streamlined file management for better project organization Brush RevolutionThe brush system has been completely overhauled with a focus on production efficiency, and Grease Pencil brushes are now a part of Blender's brush asset library.2. Geometry Nodes: For Each Element & MoreGeometry Nodes continues its evolution with powerful new features that expand its procedural capabilities. The addition of the For Each Element zone opens up new possibilities for complex geometry manipulation, while Grease Pencil integration bridges the gap between 2D and 3D workflows.For Each Element ZoneUsing this zone is great for many use-cases that were impossible or very complex beforeA significant addition to the procedural toolkit: Evaluate nodes for every point, face, or edge independently Join results into new geometries or attributes Enhanced control over procedural operations Optimized performance for complex operations This feature is particularly valuable for creating detailed procedural effects, and unlocks the possibility of creating more efficient and much more advanced solvers and constraint handling for physics calculations, among other things.GizmosAnother long awaited feature made its debut in this release, Gizmos! They allow the controlling of Geometry Nodes values visually within the viewport, without having to go through the node output or even the modifier stack.Grease Pencil IntegrationThe integration with Grease Pencil marks a revolutionary step forward for hybrid workflows:https://x.com/_pepeland_/status/1856311786896490809 Direct access to layers, curves, and control points Seamless conversion between Grease Pencil and curve data types Preserved attributes and materials during conversion Enhanced debugging capabilities with new naming system 3. Rendering & Shading EnhancementsThe rendering pipeline continues to evolve with material and shading improvements, especially in metallics and volume scattering.New Metallic BSDFA dedicated node for metallic materials that bridges artistic control and physical accuracy: F82 Tint Conductor Fresnel approximation Full Conductor Fresnel with IOR and Extinction coefficients Improved accuracy for real-world metal materials Seamless compatibility between Cycles and EEVEE Oren-Nayar Diffuse RoughnessThe Oren-Nayar BSDF (used for Diffuse BSDF with non-zero roughness) now is energy-preserving and accounts for multiscattering.The Principled BSDF now has a Diffuse Roughness input, which acts like the Roughness input on the Diffuse BSDFNew Volume Scattering Phase FunctionsThe Volume Scattering node now supports more phase functions in addition to Henyey-Greenstein, which make it much more versatile and better suited for more tasks.Blender 4.2 with Henyey-GreensteinBlender 4.3 with Fournier-ForandBlender 4.2 with Henyey-GreensteinBlender 4.3 with Mie Rayleigh for atmospheric scattering Fournier-Forand for underwater scattering Draine for interstellar scattering 4. Sculpt Mode: Performance & PowerThe sculpting system receives a substantial overhaul focused on performance optimization and tool refinement, as this post on the developer blog outlines.Major Performance GainsSignificant optimizations across all sculpting operations: 5x faster entry into sculpt mode (11 seconds to 1.9 seconds on 16M face meshes) 8x faster brush evaluation for mesh sculpting Optimized viewport performance Enhanced multi-threaded operations Enhanced Brush ManagementIntegration with Blender's new asset system brings improved organization and accessibility: 130+ default brush assets in the Essentials library Consistent thumbnail design for improved recognition Streamlined brush customization and sharing New Sculpting ToolsThe brush toolset has been expanded and overhauled: Painting Tools: Hard/Soft variants for Paint, Erase, and Blend operations General Sculpting: New brushes including Grab 2D, Grab Silhouette, and more Cloth Sculpting: The cloth sculpting brushes have been overhauled into various brushes But wait: there's more...Multipass Realtime Viewport Compositing in EEVEE:https://developer.blender.org/docs/release_notes/4.3/videos/multiPassViewportCompositingExample.mp4New Unwrapping Method "Minimum Stretch":Ability to move editor areas to any other area by dragging:Revamped color Picker:Check out the official 4.3 overview over on the Blender.org website, where Pablo Vazquez and the team showcase what the latest Blender has to offer. Now, time to download Blender 4.3 and put all of these new features to the test. Happy Blending!Links
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    How to Make Windy Grass Using Blender Geometry Nodes
    Learn how to scatter grass assets and animate them with Kenan Proffitt.Source
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    Creating Fibonacci Patterns with Geometry Nodes
    Creating Fibonacci Patterns with Geometry Nodes By Richard van der Oost on November 18, 2024 Videotutorials Fibonacci sequences and patterns are everywhere in nature, and they can create fascinatingly complex images. Richard van der Oost shows how to generate them with Blender.Today we're making Fibonacci patterns in Geometry Nodes. (using the Golden Ratio)This is what we're aiming for:It's a pattern that emerges in nature quite often. The most common example is the arrangement of seeds in sunflowers :)I've created 3 screencasts where I show you how to do this. In the spirit of Nodevember it will be very Geometry Nodes heavy.Part 1: https://youtu.be/BZUGrVTQE64Part 2: https://youtu.be/lNvq-NEgPUwPart 3: https://youtu.be/8Dy0-dcitS0There is also a fully written version, with downloads to the .blend files at every stage.I hope you enjoy the videos and make something awesome yourself!
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    I spent my life savings on a motion capture suit. Do I regret it?
    I spent my life savings on a motion capture suit. Do I regret it? By Jamie on November 18, 2024 3D News With the rise of AI motion capture tools, should you still invest into hardware motion capture setups? Jamie Dunbar compares several solutions to let us know.Over the last few years AI motion capture tools have became the rage. In this video I put the most popular AI tools to the test and compare them to a Rokoko mocap suit.Can AI replace these expensive suits? And which tools do I recommend you use?
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    Blender Jobs for November 17, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: [FULLY REMOTE!] Independent Render Wrangler Required For more jobs, look here.Source
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    The Fork - Chess animation
    I recently got back into playing chess. This lesson by Bonjourchess covers a basic strategy, but it's a good one!Source
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    Create Stunning Minimalistic Digital Art with Blender
    Create Stunning Minimalistic Digital Art with Blender By Slavoartist on November 17, 2024 Videotutorials For a change, Slavoartist moves away from his usual complex scenes to focus on the beauty of simplicity.Minimalism. Honestly, I am a big fan of minimalistic art and photos. Despite the fact that I usually show some complex Blender scenes and talk about optimization, how to make large scenes on a weak computer, this time we will talk about how to use simple things, make simple actions to get amazing art from nothing, and this also the great way to make art without powerful PC or something like that.Simplicity is the ultimate sophistication - Remember this quote by Leonardo da Vinci, because in this video this is the crucial meaning.https://youtu.be/80FaC1qJsQM
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    Blender Jobs for November 15, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: I am looking for someone who can support me in my work on various projects. 50,- ph For more jobs, look here.Source
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    Alert Animation Tutorial
    Lets model and animate a 3D alert light beacon scene in Blender! https://youtu.be/UJ6YY4XjCzcSource
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    LoL Worlds 2024 Finals Teaser - VFX done with Blender
    LoL Worlds 2024 Finals Teaser - VFX done with Blender By Bart on November 16, 2024 3D News The 2024 League of Legends World Championship Final was a massive e-sports event that took place in the O2 Arena in London. It was played in front of 14,700 spectators, with 6.9 million peak viewers. See how Calvin Serrano created the VFX for this video in Blender!Full videoBreakdown video
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    Best of Blender Artists: 2024-46
    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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    Blender Management Desktop App
    BlenderManager is a lightweight, open-source tool designed to simplify the management of Blender projects. Built with Python, it helps users organize their project files and streamline workflows.It provides a clean interface for tracking your Blender projects and keeping everything structured, especially useful for larger projects.verlorengest writes:Made a Desktop App About Managing Blender Versions & Plugins, Projects etc.Ive built Blender Manager to help you manage multiple Blender versions, addons, projects, and rendersall from one sleek interface!Top Features: Install & Switch Between Any Version in a single click. Auto Update for both Blender and the manager appnever miss a new feature! Organize Projects & Renders with previews, time tracking, and notes. Addon Manager: Easily add, remove, and check compatibility. Customizable UI with themes and font options. Quick Project Setup: Import reference images, select a base mesh, and configure your sceneall before launching Blender! Check it out and let me know your thoughts!Link Github: BlenderManager
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    Verge3D 4.8 Brings 3D Audio and Improved Performance [$]
    Verge3D 4.8 Brings 3D Audio and Improved Performance By Soft8Soft on November 14, 2024 3D News A fresh update of Blender-friendly WebGL creator tool is out.Here is what's new. spatial (3D) audio effects major shader optimizations for faster rendering and loading option to zoom with Ctrl + Scroll in a Google Maps fashion preserving materials swapped via Puzzles, crucial for 3D configurators Performance Profiler outputs more precise information better click detection for points, lines, and grids support for Blender 4.3 and 4.4 including new Metallic BSDF and Gabor Texture nodes See the full release notes here.*Ape model by Nikola Filipovic.
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    Behind the Scenes: The Windrunner
    Behind the Scenes: The Windrunner By Alina Khan on November 14, 2024 Behind the Scenes Discover the imagination of Andri Stefanus, an Indonesian self-taught artist, as he details the techniques of bringing a fantastic creature to life.INTRODUCTIONHi, my name is Andri Stefanus, and I'm from Indonesia. I majored in Informatic System Specific Website Application Programming, but it didn't work for me, so I decided to make a turn to become a 3D artist.I am self-taught with mixed training in 3D from YouTube channel tutorials. The majority of YouTube 3D tutorials are just basic, so I just had to explore the rest myself, and it was not a pleasant journey. I made multiple failed personal projects, but here I am, getting better and better.INSPIRATIONI want to show you how I created a 3D dragon model. I named it, The Windrunner. No doubt I'm a big fan of the HBO series Game of Thrones; thats why I was motivated and inspired to create my own dragon.Another reason to make this model is that I had an invitation from this platform to write an article about my artwork, so I enhanced it especially for this.PROCESSMy workflow requires multiple software: ZBrush Substance 3D Painter Blender 4.2 LTS Adobe Photoshop (optional for post-processing) SculptingThe first step is to do research for a basic head. I spent two days searching Google for a lizard-head shape. I just wanted to make sure that I didn't create a dragon head that already existed.So I came across this site to grab this image, and sculpt it in ZBrush, making several changes to the head including the spike and smaller eyes just like the image below. I spent my time shaping the head since a dragon is a unique creature.After I was done and satisfied with the shape of the head, I then continued with the shape of the body (keep in mind that at this point, I was still sculpting with dynamesh until I reached the ZBrush polygon limit).This is the body from the topnotice that the wing is stretched wide open. Most 3D models have a goal to be rigged, so I stretched it wide to control the spread through the rig.This is from the side.Now that I was finished with the basic shape, it was time to make inflated support scales for the chest and support spikes (non-subtool details, i.e., I made spikes and scales subtools as well as support spikes and scales to enhance the details) like the image below.I created custom brushes for the scales and spikes. I used this VDM brush to make the support scales, and dragged the stroke on the surface of the mesh just like the picture above.The same process was used to make the support spikes, which were placed on the back of the dragon like this image below.Now its time for retopology using ZRemesher. This is not a game-res model nor for the movie CGI but for portfolio purposes, so I decided to ZRemesh this. I separated the head and body because of my computer limitation; it couldnt comprehend ultra detail smoothly at 100+ million vertices, and I wanted both the head and body to have the same weight of detail. Most dragon CGI models have close shots of the head, and the head has more details that if I joined it with the body as a whole mesh, it just would not work for me because of my PCs limit to process. If my CPU (Ryzen 7 5700G) can process high poly above 100 million polys smoothly, I wouldn't have to split the head and body, but the rigging would unite them both.Here is the low-res body and head.Okay, now that I have reached the point of an established base model, its time to make details, like claws, scales, spikes, teeth, tongue, eye, gum, and fins.I created 30 subtools for this model to support the details I mentioned above. Have a look at the GIF image below; you'll see that there are so many supporting meshes, like the neck dense with spikes, a fin on the back, and other spikes on the thighs and buttocks. If you notice the end of the neck close to the head, those spikes will mask the seam between the head and the neck.After I was finished with all the details, I put them all on a low-res mesh and exported all the subtools to make UV in Blender.As you can see in the image above, my model has 40 UDIM tiles because the even distribution of textures depends on the texel density. Have a look at this picture below; thats how you know if your UV is in even distribution.In the image above, the checkered texture has the same size across the entire mesh surface; this ensures that any details baked from the high-resolution mesh will be at the same resolution across 40 UV tiles.After I finished creating the UVs, its time for surface detailing. To do that, I re-imported the mesh with UVs into ZBrush and then replaced the old one with the new one that has UVs.Now, for surface detailing, I needed custom brushes. I created VDM brushes inspired by real-life lizards, crocodiles, alligators, and snakes.Same as the process with the scales in the previous explanation, I applied the drag method all over the body and head surface. Just to make sure it was in organic order, I analyzed real life animals, especially with scales like reptiles. Ill give you an example from the tail part. I replicated it like an alligator or crocodiles shape as in the image below.This is the how finished head part looks like:And the whole body:I spent more time, like two days, on surface detailing just to make sure no surface was left unsculpted.I need to tell you that the total vertice count is 254.71 Mil that's millions of total vertices for all subtools and thats how crazy I am about detail. If my PC could handle more, I would have.So, I'm done with this step. I exported both low-res and high-res, and then proceeded to the next step.TexturingThe second step is texturing using Adobe Substance 3D painter. In this step, I baked high-res mesh to low-res mesh first so that I have baked maps, which I will use for the second process when I start painting it again for more detail.I went through 2 processes; the first one is painting for the base color. Have a look at the images below.I contained a stack of multiple layers in this base color creation until I was satisfied and my PC could still handle it. I kept putting layers in the stack from painting layers to masking layers.Proceeding to the next process, I exported the base color and baked maps only, which I needed to paint extra, i.e., micro details, adjustment colors, roughness, and a masking map for the subsurface in the second process.In the second process, I created a new file, reimported low-res mesh, and baked maps, then reused the baked maps on the imported low-res, so I didnt have to rebake from high-res mesh all over again because it took almost an hour to bake it.Notice how I only have 5 baked textures and am missing world space normal and position map in the image above, because I don't need those to paint the model.So what to do with the exported base color textures? I create a new layer, then put the imported base color into the base color slot in that layer, just like this image below.Then I put the layer at the very bottom of the stack.Now I have smooth painting again with the created base color without worrying about lag in the first process that my PC struggled to handle caused by more than 15 paint layers.Here is the complete painting in the second process.Have a look at this side by side image from the first and second processes.As you can see in the image above, the second process adds roughness and the color is more organic when micro details are added.The last one is creating the masking for the subsurface map to be used in Blender Render, with only black and white value on the surface like the mouth area and wings, as in the image below.Finally, I exported all the necessary textures with 4K resolution. Base color textures Roughness textures Alpha textures Normal map textures You are probably wondering why the mesh in the painting is posed. That is because I posed for the sake of painting. Its just menothing is wrong with texturing in the base pose, I just wanted to see how cool the model was going to be.RiggingThe third step is rigging.The end goal of this artwork is to create still images and animation. First of all, I don't claim to be a professional rigger and animator, so what you are about to see is just basic rigging to unite all 30 of the meshes.Import the low res into Blender and start spawning the first bone, and just align it with the mode. Heres several pictures of all the bones covering the meshes.After that, I did the weight painting. I will not cover the weight painting here because it was difficult workbasically, weight paint the mesh part that is aligned with the bones just like the GIF clip below:I created controllers and inverse kinematics to control the arms and legs.To test if the rig was working, I posed it like this image below.Here is the tested animation:And now that I am finished with rigging and the meshes have become fully functionable 3D models to pose or even animate, I can finally render it in any pose I want.RenderingHere are the render results that I made with Cycles render engine and HDRI included in Blender. Post-processingI gave an extra render and if you wonder how composition works or combining real captured images and CGI cycles render objects, I'll show you in brief how I did it.Here are some example pictures I downloaded from a wallpaper site through Google search to combine with the Blender render of the dragon.I posed the dragon model according to the reference images above the way I wanted it to be. Ill explain one with this reference:Analyze where the light is coming from.Then I posed the model like this.Then use the sunrise HDRI included in Blender for lighting so that it looks natural by rotating, using the world shader node map to match the direction of the light of the reference image.Then I rendered the model and noticed the result looked incomplete, even though its completed. This was because I rendered this with the holdout feature in Blender.I wanted the final image to look like the dragon was coming out of a fog or clouds, and the right arm and wings hidden behind the hill and trees. So, I used smoke textures with alpha like this as the holdout to mask the right arm and wings, which is how I created the illusion.Have a look at this image below and youll see what I'm talking about. I compiled both the pictures using Adobe Photoshop. The tricky part is to balance the color using color balance adjustment between two images without a lot of change.Here is the complete composited image in full resolution.Remember one thing that I didnt change the reference image except the color only for balancing purposes, so its basically an indestructible method to the reference image.For the rest of the images, its the same principle as shown below: And that was all! Below are the final renders, I hope you like them!RENDER: The Windrunner If you want to see how its done in a video format, here is the YouTube video:BonusThis is a simple dragon fire breath animation using particle sprite.See the full resolution video on YouTube:Thank you for reading! If you have any questions or feedback, feel free to share your thoughts.About the Artist Andri Stefanus is a 3D artist from Indonesia. Links
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    3D Cycles Graphs - Node Charts November 2024 update [$]
    The Node Charts add-on for Blender offers a wide range of options for animated data visualization. This month, it receives five new graph types.The update for 'Node Charts: Info Graphs for Blender' has been released, here are the features:First, here is the Trailer:Five 3D Cycles Graphs:https://i.giphy.com/media/fUX0hfvIQPkQPwHjix/giphy.mp4Five Graphs are added to the product: (Circle Graph 3D, 2-3 Circle Graph 3D, Pie Graph 3D, 2-3 Pie Graph 3D, Horizontal Bar Graph 3D)The Python add-on for the 2D Graphs also work for the 3D Graphs as well. These Graphs currently only work with the Cycles Render Engine.
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    Breakdown: 3D Integration and VFX Environments for Gibraltar
    An overview of the VFX creation process for four shots in the documentary Dtroits, entre terre et mer, broadcast on Arte TV.Bmotion writes:This VFX project involved enhancing drone views of Gibraltar by replacing the sea with a lush, vegetated landscape, recreating the environment during the Messinian salinity crisis when the Mediterranean dried up. This historical reconstruction aimed to reinforce visual realism and immerse viewers in a fascinating era.This experience allowed me to refine the integration of 3D elements in a natural setting, with a special focus on managing detailed forests composed of various tree species and low vegetation.A big thank you to XD Production for their trust and support throughout this project.
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    Blender Jobs for November 13, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: 3D Animator / Youtube Shorts at 3DAmbient 3D Generalist Game Artist at Enver Studio For more jobs, look here.Source
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    How good are the Apple M4 chips when rendering in Blender?
    How good are the Apple M4 chips when rendering in Blender? By Bart on November 13, 2024 3D News Robbie Tilton compares several Mac setups including the M2 Ultra, M4, M4 Pro and M4 Max. He also includes a Windows 4080 and 3080 test. Which will render fastest? Are Apple chips good enough to compete with Nvidia for 3D renders?
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    The Secrets of Procedural Grass
    Make Grass in Blender! In this tutorial by Kenan Proffitt, you'll master the power of Blender's shader editor to construct a fully procedural grass material. Learn how to apply this to a simple plane that is distorted and shaped into a grass clump.Source
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    Blender Jobs for November 12, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Contractor roles for Blender artists at Media Molecule Looking to hire someone for a simple model- FOUND SOMEONE! Thank you! Animator needed for paid work in a sports related project For more jobs, look here.Source
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    Blender Jobs for November 11, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: 3d animation for a logo Environment Artist at Section 9 Interactive 3D Artist at HYPE XR - Hyper Realistic Digital Twins For more jobs, look here.Source
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    Behind the Scenes: Cathedral at the end of day
    Behind the Scenes: Cathedral at the end of day By Alina Khan on November 11, 2024 Behind the Scenes Dive deep into the passionate mind of Stan, a Belarusian 3D artist, exploring the intricacies of this architectural masterpiece. INTRODUCTIONHi, Im Stan (Stanislaw) Kazimiraw, a freelance 3D-artist originating from Zhodino, Belarus, and specializing in CAD and SubDiv modeling.I started my journey in 3D many years ago when XSI|Softimage and AutoCAD were in their prime, driven by a passion for creating architectural buildings and a fascination with bringing concepts to life.From a young age, I was captivated by the interplay of light and space in paintings and structures, which inspired me to dive deep into the world of 3D modeling and visualization.Initially, I began exploring basic modeling techniques and gradually progressed to more complex projects, learning various software tools (ZBrush, Substance Designer, Substance Painter) along the way.I primarily use Blender and Maya for my projects, ensuring high quality and efficient results.INSPIRATIONWhen I was a child, I could spend hours observing and researching paintings of the Old Masters in order to understand how they play with shapes, light, and colors. Thanks to my mother who was a designer and had a lot of books about design, architecture, anatomy, and art at all. It was a period of time when you could get information only from TV, VHS, or books (dark old days with no Internet).I was especially interested in the paintings of old Dutch and German architecture. Such artists as Salomon Rombouts, Barend and Willem Koekkoek, Andreas Schelfhout, Charles Leickert, Adrianus Eversen, Frederik Roosdorp, and of course, "the Great" Cornelis Springer inspire me the most. Among the books, I want to highlight "The Pillars of the Earth" by Ken Follett. I read it many years ago, and it left a lasting impression on me. And, of course, I have seen many TV shows and anime set in the medieval era.So, after Blender 2.93 was released and introduced so many new features and improvements, I finally decided to learn it. In addition, the clients I was working with wanted to integrate Blender into their pipeline.The only thing I did in Blender before was convert (for modding) a 3D character from the "Dynasty Warriors 9" game into "fbx" format for rigging and animation in Maya and Unreal Engine 4.The best way to learn new 3D software for me is to create a couple of scenes from scratch using only this software. As a big fan of Gothic medieval architecture, I decided to create a medieval scene with a huge cathedral as the main hero prop.PROCESSSoftware: Blender with no add-ons (modeling, texturing, rendering, compositing) Substance Designer (Bitmap2MaterialLight node for converting textures into material; creating masks, dirt, soil, etc.) Substance Painter (mixing and recreating some materials from textures) Photoshop (masks, diffuse texture creation, tiling) Pipeline: Traditional or Standard (diffuse, normal, specular maps) Textures: 256, 512, 1024 px ReferencesWhen the idea was fully formed in my mind, I began searching for references.The Grote of Sint-Laurenskerk (St. Lawrence Church) in Rotterdam served as the basis for my design, using its original plans and structural elements for guidancewidth, length, and height. I made some adjustments to the aisles to simplify them in this version.For the medieval houses, I drew inspiration from photographs taken by my mother during her visit to the Netherlands and Internet photos of the Archeon Museum Park, where some of the best-preserved medieval houses can be found.Scene Disassembly OverviewThe scene consist of the next elements: skydome (sphere 6 km in diameter) ground (simple plane, 3 km x 2 km) sun (position on the eye on January 15, 1480 year, 16:00 in Rotterdam, with azimuth ~232.5 deg and elevation ~9 deg) global atmosphere (simple emission shader) smoke and fog (created in Blender physics and rendered into textures) medieval houses (kitbash that was created in Blender) medieval cathedral (modeled and textured in Blender) scaffolds and wooden beams (modeled in Blender, part of the "medieval houses" kitbash) trees (modeled and textured in Blender, then rendered into texture) birds (simple textures with bump maps) Modeling StageAll assets were modeled from scratch in Blender according to real-world scales. Firstly, I modeled a small kitbash of medieval houses and then a medieval cathedral. Trees were modeled using Skin Modifier and baked into transparent textures.I prefer to keep the number of polygons as small as possible to ensure better performance and faster rendering times. To achieve this, I like to create base meshes with minimal detail and rely on texture maps to add depth and detail. This allows the models to be lightweight while still appearing visually rich.Also, I like to design "modular assets" that can be reused in different contexts (facades, walls, roofs, doors), which reduces the need to create multiple unique models for similar objects. This also streamlines my workflow.By focusing on these strategies, I can strike a balance between aesthetics and performance, making my projects more suitable for a range of situations.Texturing and Shading StageAt that moment, the Shader Editor was the most interesting and intriguing part of Blender for me. Having previously worked with the Octane node editor in Cinema 4D, I was pleasantly surprised to find that they were quite similar, which made it easy for me to adapt to the Shader Editor.Substance Designer (Bitmap2MaterialLight node) was utilized to convert some of the textures into standard pipeline maps (Diffuse, Normal, Specular).Most of the textures I mixed in Substance Painter or Photoshop and then converted simple colored textures into specific textures via Substance Designer.To simulate standard pipeline behavior, I combined the diffuse BSDF and glossy BSDF shaders, using the specular map as a mask.I created most of the materials in the shader editor, by blending procedural textures (Musgrave, Noise, etc.) with diffuse or specular maps. For example, the Cathedral Tower features a total of 10 distinct materials.To reduce repetition in texturing, I blended the Musgrave texture with the diffuse and specular maps, which introduced organic variation and depth to the materials.Fog from chimneys, ground mist, and haze were initially generated using Blenders fluid physics (fluid -> domain -> gas). However, I wasn't satisfied with the results in terms of performance and shape, so I decided to bake the effects into black-and-white textures, which I then modified and combined using RGB channels.Lighting and Atmosphere StageFor lighting, I decided to use HDRI in combination with the position of the sun on January 15, 1480, at 16:00 in Rotterdam. Unfortunately, Blender does not support direct input of azimuth and elevation for the sun. I used a solar position calculator to determine the azimuth and elevation, and then I positioned (approximately on the eye) the light source into the angular diameter of the sun according to formulas.The atmosphere was created using an emission shader instead of principled volume. This approach produces excellent results with minimal noise and improved performance.I like to use skydomes in my projects because they effectively create immersive environments with a realistic sky and atmosphere. Additionally, skydomes provide flexibility in design, making it easy to simulate different times of day and weather conditions. This not only improves the visual appeal but also helps to set the mood for the scene.Rendering and Compositing StageTo render the image, I used Cycles with approximately 650 samples without denoising. Both denoisers, NLM and OptiX, produced washed-out results, so I opted not to use them. As a result, I increased the number of samples to 650 to achieve a cleaner image.For post-processing, I utilized the Blender Compositor. This "powerful" (ha-ha!) tool allowed me to enhance the final image by adjusting colors, adding effects, and refining details seamlessly within the same software environment.The words from the FutureThis was my very first project in Blender, and at the time, I was unsure whether it was a good idea to learn the software. I found the compositor lacking for post-processing, which left me feeling frustrated. Additionally, I had numerous questions about the performance in large scenes, and render engines...However, only in a month, when I was working on my third project in Blender, I realized the software had everything I needed. This revelation made Blender my primary tool for 3D work.RENDER: Cathedral at the end of day Thank you for reading! I hope this article helps you gain new and valuable insights. If you have any questions or feedback, feel free to share your thoughts. I'm looking forward to hearing from you!About the Artist Stan (Stanislaw) Kazimiraw is a freelance 3D artist, specializing in the creation of realistic and detailed models. He is currently working as a hard surface and environment 3D modeler for various clients from China and Japan.Links
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    BlenderKit 6th Black Birthday Discount [$]
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    Video: DTrack
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    BlenderKit 6th Black Birthday Discount [$]
    BlenderKit 6th Black Birthday Discount By Vilem Duha on November 11, 2024 3D News BlenderKit is a community-driven 3D asset library. The library includes free and paid models, materials, brushes, scenes and add-ons. All assets can be downloaded directly in Blender. Since it was founded six years ago, BlenderKit has expanded rapidly. There are currently almost 1,900 creators uploading to the library, about 1,150,000 registered users and more than 60,000 assets (half of them are free). The last year was exceptionally productive as many features were added to the BlenderKit asset gallery and a new section for add-on distribution was created.To celebrate this milestone, we offer a 33% Black Birthday discount. The discount will be available until December 2.Heres to another year of inspiration and artistry!
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    Video: DTrack
    Video: DTrack By Bart on November 11, 2024 Video Hi_there_dear_john paints a bleak future with a fictional advert for a time management tool.A project I unfortunately never finished, and by now am doubtful about ever finishing. I consider it more of a snapshot than a finished project. A snapshot of a concept and a design process that left me somewhat drained and starved for new ideas, hence the failure to return. Is it worthy of the tag finished projects? Is the imposing of time constraints nurturing or necrotic to the creative process? Does this represent success or failure? Does not all artwork remain unfiinished in the mind of the artist? Did not god too abandon its creation? Maybe such questions are best left unanswered. Instead, I shall now go on a journey among giants.
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    Harry Potter - Blender Fan Art + Breakdown
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    Blender Jobs for November 10, 2024
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    Creating a Videogame in Blender (+Free Download)
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    Create a Car Animation With Free Resources
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    Video: bandoned Dungeon
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    Wavy Glass UI Animation Tutorial
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    Blender 4.3 New Sculpting Features
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    Blender Jobs for November 8, 2024
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Seeking senior CG artists to help create a forced perspective 3D animation for a large outdoor screen. at RASHAAD NEWSOME STUDIO For more jobs, look here.Source
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