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submitted 1 month ago by [email protected] to c/[email protected]

This may be the wrong place because it's for Blender art itself.. if so, please remove.

I have an arc. Lets say it's something like the image attached to this post.

How would I bend the tip of one end so the rest of the shape stays uniform and bends evenly / organically? I'm trying to have it keep fairly even proportions and smooth curves.

I've tried a few tutorials on bending, rotating, and they always end up with turns along specific vertices, giving a sharp turn or a stretched effect. "Skew" may be the right term I'm looking for.

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submitted 1 month ago by [email protected] to c/[email protected]

I couldn’t find any good examples of threads generated with geometry nodes, so I made my own following the ISO metric screw thread specifications.

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Hotwheels (sh.itjust.works)
submitted 2 months ago by nicerdicer2 to c/[email protected]

cross-posted from: https://sh.itjust.works/post/18900173

In addition to my last post I want to share another work with you all. I created a toy car from my exsisting model and I also made a packing for it in the style of a Hotwheels toy car packing as if they would have made it.

For the general shape of the cardboard I found a template on the internet. Apparently I wasn’t the first one that came up with the Idea of creating a toy car version of a casual vehicle. This template saved a lot of time in guessing the correct measurements and proportions.

The rendering of the car on the packing was rendered with EVEE since it must not be too realistic. The cars depicted on these real packings are detailed, but look more like a colored illustration, also there are no enviromental reflections. The glass (windshield) is opaque. I added the „Space Star“ writing to the number plate, which usually would be on the trunk door. Without the number plate the picture of the car would be somewhat empy, although the depictions of cars from genuine Hotwheels packings don’t show number plates since these are mostly racing cars - or at least not boring everyday cars.

With EVEE I was able to render the scene without any background because the rendering was put onto the cardboard design which I created in Affinity Designer entirely.

For the bilster packing I used the subdivison surface modifier for smoothness and the solidify modifier to add a little bit of thickness.

To make my car model appear like a toy car I had to apply some changes to it. The most noticeable one is the tires. I found out that toy cars only have a few basic tire designs which are shared between all kinds of cras. I made another set of tires with the help of the array modifier. Additionally to that I made the tires way wider than they would be in real life. The original car model has raher thin tires.

Another thing I did was to remove all additional things like the decals, the windshield wipers the number plates and the antenna. Also I changed the material of many plastic parts (e.g. the mirrors) to the color of the paint. Usually the scale of these toy cars is 1:64. That means the length of the car is about 6 cm or 2.36 Inches. There are not many details visible.

I changed the material properties as well. The head and taillights of reals toy models seem to be painted on, so I scaled down the transmission value and scaled up the roughness value for these materials.I changed the chrome material to a less reflective one as well.

For the composition of the packing and the unpacked toy cars I choosed a road area rug. I guess many of you had one of these - at least I had one. For the fluffiness effect I used hair particles. Since it was not possible to find a good picture on the internet I was forced to re-draw the carpet using a blurry picture as a template. I did that in Affinity Designer. Then I used that drawing as an image texture. The carpet has 8 million hairs (at 10 million my laptop crashes) and working with that many particles was a pain in the ass. I saw the spinning beach ball a lot. Maybe that is the one of the reasons why desktop computers still have a place.

For all renderings I used Cycles.

I didn’t track time so I don’t know how long all of this took me. What I can say is that the drawing of the carpet took me about 9 hours, and the setup with the hair particles took almost all weekend.

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A car [OC] (sh.itjust.works)
submitted 3 months ago by nicerdicer2 to c/[email protected]

cross-posted from: https://sh.itjust.works/post/17781622

This is my latest work - a Mitsubishi Space Star (also marketed as Mitsubishi Mirage) modelled in Version 3.6.9.

It took me approximately 180 hours which spread over the course of 6 weeks (Blender, modelling only) as well as an additional 8 hours for tracing the side, front, back and top view (using Affinity Designer) which I used as reference images to create the general shape.

All details were built with eye measure from photos.

Most of the car is symmetrical, which means that only one half had to be built. I used the mirror modifier for almost everything as well as the subdivision modifier, shrinkwrap modifier (for the decals and the back lights) and array modifier (for the grille and for the heating lines in the back window, also for the wheel caps to an extent).

As mentioned above it took some hours to complete the work. One reason might be that the work process is much slower than anticipated, due to lack of knowing all the tricks and features.

My question to you is: Do you also spend so much time creating your work with Blender?

The result (for the upload I removed the number plates):

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submitted 3 months ago by [email protected] to c/[email protected]
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submitted 3 months ago by [email protected] to c/[email protected]
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submitted 5 months ago by [email protected] to c/[email protected]
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Retro TV (lemmus.org)
submitted 5 months ago by [email protected] to c/[email protected]

After a long break, I returned to 3D and made this TV for a game that my husband and I are making.

Textures 1024*1024

Vertices 1346

Triangles 2294

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31
submitted 6 months ago by [email protected] to c/[email protected]

Amazing milestone!

Also testing federation

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submitted 6 months ago by [email protected] to c/[email protected]

cross-posted from: https://lemmy.ml/post/10222248

I recently switched from Windows to Manjaro because i tied it for some time on my laptop and really liked it.

But now I have major problems with blender 4.0 Cycles HIP rendering on my PC. I tried amdgpu-pro-oglp, hip-runtime-amd and hip-runtime-amd-blender but i get strange shading with progl blender and hip-runtime-amd-blender, with hip-runtime-amd blender crashes when selecting gpu rendering. I use a "radeon 5600 xt" GPU and everything worked fine on Windows, but i really don't want to go back to Windows

Everything works fine in blender 3.6 LTS I created a simple scene to show the problems on the left is simple principled bsdf, middle left is principled bsdf with full SSS the sphere is metallic and the cube on the right is glas:

  1. Blender 3.6 (GPU HIP, works fine thats how it should look)

  1. Blender 4.0 CPU rendering (works fine)

  1. Blender 4.0 GPU (HIP, not working, sometimes crashing)

Pls help its pretty important for me that newer versions of blender work. If you need more information just ask.

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Blender 4.0 - Reel (kbin.social)
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]

Enjoy this showcase of amazing work done by the Blender Community.

See everything new in Blender 4.0 LTS https://www.blender.org/download/releases/4-0/

edit:
So this is not how to cross-post on kbin... sorry for extra click. Can't change the link now.

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submitted 9 months ago by [email protected] to c/[email protected]
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Video: Making Of A Dice [OC] (www.dailymotion.com)
submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]

This is a screencap video of the making of a dice in Blender. When I made this video I had about a week of expreience with Blender an I watched some tutorials before. This is trial no. 20 (probably), which had a sufficient outcome. This is the first model I made which was worth keeping. I took adwantage of the boolean modifier as well as of the bevel modifier.

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submitted 10 months ago by [email protected] to c/[email protected]

cross-posted from: https://feddit.de/post/3106023

Six weeks ago I started to learn Blender and have spent every spare minute with it ever since, including my summer vacation. After working through the manual and watching several tutorials online, I followed the Donut Tutorial and the Søborg Chair Tutorial, both are aimed to beginners, by Blender Guru on Youtube which really helped to understand the logic of the program.

Here is the result: I modelled and animated my MacBook Pro. The modelling process took approximately 3 weeks (after work and on the weekends), with many setbacks and two crashes during the animation process. The laptop screen film clip, which is a screen capture made with Qucktime Player, inside the main animation must have been too much at this point and resulted in a crash twice. The setup of the animation took me the whole weekend - rendering the 693 frames in total took approximately 18 hours.

To get the proportions of each part right, I made vector drawings from illustrations and photos of the macbook. I might add that I made these vector drawings using Affinity Designer at an earlier occasion which was unrelated to this modelling project.

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submitted 11 months ago by [email protected] to c/[email protected]

TLDR: Can you recommend an addon/plugin that helps with FBX issues upon import and export? I found only https://blendermarket.com/products/better-fbx-importer--exporter which is a bit expensive for me, no guarantee it will work either.

Option 2: can you recommend a plugin or addon that recalculates the normals more effectively or that could somehow help with this? Or perhaps you know a workaround?

I've used Maya, Zbrush and other 3D software for roughly 5 years but I've only started learning Blender for about a month. So I'm not exactly sure which are the best resources or where to find them. From some basic researching, I see it's common for Blender to mess up FBX imports and exports. Because of that, I'm surprised I can't find more addons for these situations. I guess I could try importing and exporting an OBJ from Zbrush but this wouldn't be the ideal workflow.

I've followed this tutorial to the letter https://youtu.be/9NjMeAFkm3s and even downloaded the same model used, https://3dsky.org/3dmodels/show/ch33t_chair_2 , however, after setting up the shader, I found ugly seams when applying the normal map. I already tried selecting the model in edit mode and recalculating normals, setting normals from faces, averaging, flipping, etc. and no good results. I also tried marking all edges soft, no luck. I've selected the correct UV set as you can see in the shader.

I see the same problem in 3.5 and 3.6.

Thanks

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Desolation (lemmy.world)
submitted 1 year ago by [email protected] to c/[email protected]

For a project I did way back when.

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submitted 1 year ago by [email protected] to c/[email protected]
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Blender 3.6 LTS released (www.blender.org)
submitted 1 year ago by [email protected] to c/[email protected]
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submitted 1 year ago by [email protected] to c/[email protected]

Work i did awhile ago using Blender

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submitted 1 year ago by [email protected] to c/[email protected]
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submitted 1 year ago by [email protected] to c/[email protected]

Saw one of the Universal logos at the beginning of a movie I was watching and decided to give it a try. Whaddaya think? :)

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
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submitted 1 year ago by [email protected] to c/[email protected]

I had this post saved in my Reddit account, and wanted to reshare it here now that I'm moving off the platform. It's helped me get out of a couple of pinches and hopefully it helps you, too.

Originally posted by u/frizzil to r/blender.

Step 1: Prepare

  • Backup your project!
  • Figure out what value you're going to scale everything by. Every time you scale, you should hit S then immediately type in your value, for consistency.

Step 2: Scale linked meshes and curves

  • Scale the vertices of all meshes and curves linked to the rig (not the objects themselves.)

Note: you can scale multiple objects' contents simultaneously by selecting them all in Object mode, then swapping to Edit mode, selecting all vertices with A, then scaling with S. Be aware that you cannot edit both curves and meshes simultaneously, however.

For clarity, you may optionally disable then re-enable the Armature modifier for all objects, before and after this step. (To do so, select all Armature'd objects, then go Properties -> Modifiers Properties (Wrench) -> Armature -> Alt-LMB on 'Realtime' (the Monitor))

Step 3: Scale the rig

  1. Select the rig.
  2. Ensure your rig is in Rest pose, for clarity’s sake. (Pose mode -> ‘A’ to select all -> Pose -> Clear Transforms -> All)
  3. In the Properties Editor, navigate to Object Data Properties, then mark all Layers visible by holding Shift then dragging LMB over them.
  4. Go into Edit mode, select all bones with A, then scale with S.
  5. Check for any bones that didn’t scale. If you see one and cannot select it directly, find it in the Outliner somewhere under your_rig -> Pose, then scale them. (root -> VIS_thigh_ik_pole.L/R are likely culprits!)

Don’t freak out if things look bad outside of Edit mode! That’s our next step.

Step 4: Fixing the constraints

Any unintended deformation in Pose mode, crazy or slight, shall be your guide. We’re now going to find every single Bone Constraint of type “Stretch to” and hit the “Reset” button on it.

Easy Method

Fortunately, Blender lets us accomplish this programmatically, saving us loads of time.

  1. Swap to Object mode and select your rig.
  2. Open the Scripting workspace.
  3. Paste this entire code block into the Python Console, then hit Enter twice:
bone_count = 0
for b in bpy.context.active_object.pose.bones:
    for c in b.constraints:
        if c.type == "STRETCH_TO":
            c.rest_length = 0
            bone_count += 1

Explanation: all Stretch To constraints in Rigify are generated with the “default” rest length of zero... which Blender interprets as needing to be immediately recalculated based on current distance. We effectively changed that distance earlier by scaling the bones, so now we reset to zero to have Blender calculate it once again.

Now, verify that the script worked by typing in bone_count then hitting Enter again, which will spit out the number of constraints we just changed. It should NOT be zero - if it is, then double check that your rig is selected and your 3D View is in Object mode, then try again. Your rig should look much better, though it may not be perfect yet.

If you can't get this to change any bones, consider starting at step 1 of Manual Method; otherwise, skip to step 6 (sic, no step 6, move to step 5 instead).

Manual Method

  1. Go into Pose mode.
  2. Back in Object Data Properties, select only the last Layer (i.e. the ‘ORG’ bone layer.)
  3. Select a bone (preferably ‘ORG-spine’, somewhere in the waist), then go 1Properties -> Bone Constraints1, look for a “Stretch To” modifier, then if present, “Reset” it. Repeat for all bones on the layer, working your way out from the spine.
  4. Now select only the third-to-last layer (i.e. the ‘DEF’ bone layer), and repeat the last step for all bones in it.
  5. Check the second-to-last layer (i.e. ‘MCH’) for several bones that may also need to be “Reset”, particularly the huge bones marked ‘ik_stretch’. !<
  6. Advanced: If you have anything custom and hook-based (like Spline IKs), now is the time to find those hook modifiers and hit their ‘Reset’ buttons while in Edit mode with those objects.
  7. Verify that nothing looks off by toggling between Edit and Pose mode on your rig, and checking any bones near where deformation is present. (It’s not likely, but you may need to check the other layers.) If you have animations, double check that nothing is currently keyframed. When you’ve finished, the model should look identical in both modes.

Step 5: Animations (if present)

The location channels for many of the bones in each animation will also need to be scaled by your value, lest your animations swing too short or too wide.

Easy Method

  1. In the Python console, type in rescale = YOUR_SCALE_VALUE except with your scale value, and hit Enter.
  2. Again in the Python console, type in rescale_actions = ['my_action1', 'my_action2'] except with the exact names of all your desired actions, each inside two single-quotes, and separated by commas, between the two brackets. Then hit Enter.
  3. Now paste in the entire following script, then hit Enter twice:
for action_id in rescale_actions:
    for fcurve in bpy.data.actions[action_id].fcurves:
        data_path = fcurve.data_path
        if data_path.startswith('pose.bones[') and data_path.endswith('].location'):
            for p in fcurve.keyframe_points:
                p.co[1] *= rescale

If you get an error, (e.g. you typed in an action's name incorrectly), then Undo with Ctrl+Z then repeat from step 2, until you get no errors and all your actions are scaled!

If you just can't get this to work, or need to troubleshoot something, then you might consider the Manual Method... but it will be extremely tedious.

Manual Method

  1. Configure a workspace with a 3D View of your model, the Graph Editor, and the Dope Sheet.
  2. In the Graph Editor, enable View -> Only Selected Keyframes Handles. (This will save you clicks.)
  3. Select your rig and swap to Pose mode.
  4. For each misplaced bone under each Action in the Dope Sheet, select the bone, shift-select all its “location” channels in the Graph Editor, then while mousing over the graph side of the editor, hit A -> S -> Y and immediately type in your scale value. Verify the Action is correct before moving onto the next, and you should be good to go.

Conclusion

Whew! If anyone has corrections or suggestions, please leave them! It took a lot to figure all this out, and I couldn’t find many resources myself, so hopefully this helps someone out there.

Good luck, you crazy rig scalers, you.

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submitted 1 year ago by [email protected] to c/[email protected]

Animated version here: https://youtu.be/loIiWl_bi7s

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submitted 1 year ago by [email protected] to c/[email protected]

I recreated a street fighter 2 arcade machine, thanks a bundle once again to my gf cargyllion here are some more alternative links: https://twitter.com/AmandaBricc/status/1667816617634414593 https://itaku.ee/posts/70259 https://mas.to/@amanda_the_ghostly_entity/110524733951343897

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