#blender npr
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artaway · 1 year ago
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The Trio Together....(from Lackadaisy)
Still One of My Most Favorite Artwork I have Made. Feels Right Starting with This x3
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wormzone · 9 months ago
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3d-made-by-paws · 1 year ago
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Just a little sneak-peak of animation that rendering for 10 hours by now. I wish my computer will not crash of this.
Brains out night.
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For @somerandomdudelmao who keep me up in this project by their art. <3
previous footage video from the future some meme
funny earliest model
the headless model
the first sketch model
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intergoatlactic · 7 months ago
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dual existence
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mmrabbitdev · 7 months ago
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Bonnie Idle
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one-eyed-imp · 11 months ago
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Hollow Mind in a nutshell | 3D Lipsync Test
Wanted to animate Belos, but 2D is too laborous for me, so I modeled and rigged him in 3D instead. Audio source: Atomic Shrimp.
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rxcketwip · 2 years ago
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caught a brainwave [ totk spoilers]
idk tumblr well enough to hide the images so sorry if you get spoiled 😔
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and bc I simply can't resist torturing myself
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r3giancy · 4 months ago
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Miffy Melon Soda!
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saliferousanimations · 10 months ago
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Ok, got the eyes working, mouth moving, etc. I've got to do a bit of polish, but she's lookin' good.
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Ok, think I've got her mostly done. Learned a lot. I'm probably gonna do a background for her.
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nick-nonya · 9 months ago
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hvezdnastreka · 1 year ago
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Update on my blender learning, here's Bashir! It's not a good model, but it fulfills what I wanted from it so much more, than the previous one! I learned a lot making it and it's not like I had any expectations of it being animation usable, so I'm pretty happy :)
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veetri-bitcrush · 2 years ago
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A few key gotchas to get stuff to look retro in EEVEE:
Physically rendered materials realistically trade Diffuse energy for Specularity.
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Crank the roughness to 1.0, reduce Specular to 0.0 to get the rawest possible diffuse.
Alternatively just replace the shader with a Diffuse BSDF.
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If you want speculars and not the realistic kind, you can do this kind of shader setup to get more control and stylized results.
For classic 2000 style chrome reflections (Half-Life, Twisted Metal 4, MGS2/3) you can plug a texture that uses the Reflection vector from the Texture Coordinate node into the Emission input of the BSDF.
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You can even mask that reflection using another texture to get a more complex look without straying too far from what could be achieved with fixed function GPUs back in the day.
One of the importantest things is to change the color management settings to use the Standard view transform.
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This causes Blender to render color "the old way" and you instantly get a more saturated and contrasty look.
An unlit textured object would look exactly "as is" in this mode.
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penwrythe · 9 months ago
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New textures and shaders updated, LET'S GOOO!
Explanation below!
Textures updated were Diffuse and Normals with the painted cracks, also a "normal" combiner node setup to combine overall baked procedural shadows with a baked Normal texture from sculpt, updated Glossy map with cracks masked and combined with it using Krita.
Arm texture is baked procedural texture on Diffuse, Glossy, and Normals (edited to rid of artifacts and an additional shadow map to create permanent shadows in certain areas.
All painted (non-procedural) textures were done with Ucupaint. New Toonshader Node setup was from How to Make a Toonshader series by Lightening Boy Studios!
Had to do a bunch of toonshader tutorials to see which one best fits with my illustration style and the most easiest to edit on the fly.
The Official LBS 2.1 shader would have been great to use, but it is sorely out of date since it was last updated for Blender 3.4. Their tutorial series, however, still works for 4.2 (and maybe onwards) since it used mostly easy to find nodes in Blender, but still lacks the layering system and other advanced stuff from the official LBS 2.1 shader. There is a new shader made by someone else that seems to mimic LBS layering system, L.S.M Layer Mask by Liquid State Anim on Gumroad! See tutorials on L.S.M here!
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intergoatlactic · 7 months ago
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funny creature eat a burger
more 2D/3D hybrid stuff! these time trying to achieve a more seamless blend between the two
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mmrabbitdev · 4 months ago
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Owowow! hurt by mids!
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technician-the · 5 months ago
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Blender tip;
comparison of workbenches cavity pass, to cycles ambient occlusion
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I often use both these features, ambient occlusion is important for realism, but cavity enhances the shape of geometry in a nice way. cavity is also a useful guide layer for paint over. Here I'm going to try painting the folds on the cloth in csp, so the ridge highlight is a super useful.
I have the base color for the cavity pass set to 0 saturation, 50% value (hex #BCBCBC ), which is neutral for "overlay" layer mode. This lets me pre-render the cavity pass and then overlay it over the cycles output in post.
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